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Together We Rise

Together We Rise

Together We Rise is a narrative-driven 2D turn-based RPG about family, growing up, and learning when to protect the people you love—and when to let them face challenges on their own.

Together We Rise is a narrative-heavy 2D turn-based RPG following a family of four as they navigate a changing relationship between parents and children growing into adulthood. Built in RPG Maker MV, the game combines exploration, puzzles, turn-based combat, and player choices centered around the balance between protection and independence.


Throughout the game, players face decisions about whether to shelter the younger members of the family or allow them to face challenges for themselves. Those choices influence the family’s growth and ultimately affect a major encounter later in the game.


Combat was designed around experimentation rather than grinding. Characters begin with access to their abilities, with stronger skills requiring more limited spell slots, allowing players to build their strategy around which abilities they choose to bring into a fight.

Project at a Glance

Feb 2025 - Aug 2025

Team Size: 10-12

Roles:
Creative Director, Producer,
Game Designer

George Brown Showcase Aug 2025

Project Type: Thesis

Project Gallery

My Contribution

Together We Rise was my independent project and the first game I led from the initial idea all the way through development and showcase. As the sole Game Designer, I designed the game from start to finish, including its combat, progression, puzzles, player choices, and overall gameplay, while constantly taking feedback and ideas from the team as it developed.

Alongside designing the game, I was responsible for leading the project and coordinating our tech, narrative, art, and audio teams. I kept everyone aligned on what we were making, what we needed next, and how their work fit into the game as a whole. I worked closely with each lead while still giving them room to shape their own areas of the project. This led to some of my favourite parts of the finished game, like the original soundtrack that builds as you progress and the voice acting our Narrative Lead coordinated for the final scene.

I also tried to make myself someone my team could always come to when they needed help. Sometimes I took that a little far—I’ve held one-on-one meetings around midnight while on vacation and from the backseat of a car on the highway. Other times it meant sitting with someone for over an hour while we figured out why RPG Maker refused to recognize their tilesets. I loved working with my undergrads and seeing the talent and enthusiasm they brought to the project, and I wanted to make sure they always felt supported.

I’m incredibly proud of what we made, but I also came away very aware of what I could improve. On Moodcaster, I had seven other leads to make decisions and solve problems with; on Together We Rise, I felt the weight of trying to be Creative Director, Producer, Game Designer, and final decision-maker at once. I definitely struggled at times, but I learned a lot about delegation, boundaries, leadership, and the kind of producer I want to become.

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