The very first time I did was to create an asset library the game was using. This allowed us to visually see if our styles are consistently matching. The textures were also exported out from this document to the developers for implementations.
These documents were created to communicate with the developers on the expected behaviors. The development team was remote in Sweden and tt was rather difficult given the tight deadline, language barrier and time zone difference. The developers appreciated well documented instructions but face-to-face meetings were always preferred.
LAUNCHING WORLD WIDE
Money Run made its deadline and was launched successfully. As my first game-launch it was exciting to see the work appearing on the App store. Here’s a few small shots of Money Run.