Once I was hired full-time at INFINITY 27, I was often asked to sit in meetings with potential clients, as I would likely be involved if the project went ahead. One of these clients was Stornaway. They wanted a way for users to publish to any platform, but at the time their interactive video player only worked on the web. I recommended Unity early on, due to my familiarity with the engine and its lighter-weight architecture, which made it well-suited to the project’s requirements.
As the project progressed, the director became less hands-on, and I was designated project lead. I managed tasks and user stories through Hansoft, while breaking down day-to-day work on Miro, creating Kanban boards for each sprint. Although I handled much of the development myself, I could pull in team members from other projects when necessary.
Initially, I involved a few other developers to build the first iteration, as there was a lot to do. The result was essentially a recreation of Stornaway’s video player, which read in JSON data to determine user choices. The JSONs produced by the client weren’t quite in the format we needed. I had made them aware, but it seemed unchangeable, so I built a parser that reformatted the data into a usable structure.
The final delivery was well received, and we secured a follow-up contract. Over time, the project expanded to support multiple platforms, and we even added a VR plugin to extend the experience.
