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Team

Dillon Handy - Producer/Marketing Director

Autumn Beauchesne - Lead Engineer

Robert Bethune - AI Engineer

John Alexander Cotto - Lead Narrative Designer

John Mancino - Lead Level Designer

Charles Stone - Systems/Narrative Designer

Timothy "TJ" Landy - Level Designer

Michael Taranto - Art Director

Alex Germek - 2D/UI Artist

Stephen Baptiste - 3D Animator

Platforms: Windows, Mac OS, Android, iOS​

Engine: Unity

In Production: November 2014 - December 2017

About The Game

We Love Nuclear Armageddon is a satirical strategy game about interplanetary nuclear war. Playable in both local multiplayer and single-player matches on your mobile device, players take turns constructing buildings, launching missiles, and deploying shields in a bid to destroy each other. It reduces the strategy game down to its basics, emphasizing positioning over resource management across dense, quick matches. It's a bite-sized, stylized, tactical game, blending the looming threat of nuclear war with the cheerful anxieties of 1950's America to provide players with an arcade-style experience unique within the competitive strategy market.

 

WLNA was the brainchild of Autumn Beauchesne, John Cotto, John Mancino, and Michael Taranto in the fall of 2014. Through Champlain College's Senior Capstone selection system, this was one of six games to continue into production with a larger team.

 

WLNA Senior Reel

My Role

I joined the team in late 2014, and was elected as Producer to organize and assign all issues and bugs, oversee testing sessions, review feedback, track progress of milestone builds, verify functionality on various devices, check with team members on status of assets, and keep moral up with occasional pizza and cookies. :)

 

Each week we would be testing a new aspect or feature that we had added or modified and along with those changes I would bring the game to the Quality Assurance lab to get as much feedback as possible on the changes. This included creating a custom questionnaire for each new build. I would then compile all of the information and bring it to the weekly "super" meeting to go over it with the team.

 

Although I was in the producer role, I helped out where I was needed with design and art tasks. I created mock UI layouts and concepts to help the art team think outside of the box, and worked with the design team to expand and iterate on their ideas and feedback. I also designed and created the promotional material for the game that we gave out at various events, which included vinyl stickers, acrylic key chains, and acrylic mock arcade tokens.

 

Selection of in game Building Assets

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