I was assigned to Wedding Dash when it was a rough prototype that had a LOT of design problems. I was asked, "Should we cancel this game, or can you make it fun?" We made it fun.  Working with an engineer, artist, and producer, we revamped the

Wedding Dash series

 I was assigned to Wedding Dash when it was a rough prototype that had a LOT of design problems. I was asked, "Should we cancel this game, or can you make it fun?" We made it fun.  Working with an engineer, artist, and producer, we revamped the

I was assigned to Wedding Dash when it was a rough prototype that had a LOT of design problems. I was asked, "Should we cancel this game, or can you make it fun?" We made it fun.

Working with an engineer, artist, and producer, we revamped the game mechanics, making it more puzzle-like, and redesigned all levels to make them more strategic and engaging.

We also gave the game lots of personality and humor, and incorporated Flo from Diner Dash, to tie it back into the DinerTown world.

 The game involved managing the chaos of a wedding reception, keeping the guests and bride and groom happy. Guests request to sit at specific tables or next to specific guests. After seating them, you bring them food, clear their plates, and take car

The game involved managing the chaos of a wedding reception, keeping the guests and bride and groom happy. Guests request to sit at specific tables or next to specific guests. After seating them, you bring them food, clear their plates, and take care of any disasters that pop up.

 The game was so successful that we created 3 sequels. The sequels were developed with an external team, and I continued to be heavily involved in the design, providing creative direction, tuning levels, and writing story sequences.

The game was so successful that we created 3 sequels. The sequels were developed with an external team, and I continued to be heavily involved in the design, providing creative direction, tuning levels, and writing story sequences.

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