Team work
Brainstorming organized on Miro
Synthetic presentations to share the latest key decisions to the team.
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Including the team
We gathered ideas during brainstorming sessions
that we would then filter and refine to get to
mechanics matching our intentions and scope.
Keeping the team informed
We also held small and short meetings to keep the team updated with
key decisions in the beginning of the project.
Working with programmers
My engineering skills allowed me to easily understand
programming challenges and to design features with the right
level of detail.
Writing Documents
Writing synthetic and comprehensive documents which can be modified
and shared easily is decisive. Here is an excerpt from a document
I have made for this project.
Writing synthetic and comprehensive specs with clear schemes
Using Google Slides allows for easier teamwork
The whole document is made with one software to foster fast iterations
Coherent symbols in every schemes make for a more readable document
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Research
Making well informed decisions.
I investigated several subjects during this project to be able
to make well informed decisions. To be more efficient, we split
the workload to research key design fields during the beginning
of the project.
Research in Level Design
Iterating over level design and testing out ideas was also part of
my work in this project.
Research on systemic game design
Exploring the relevance of verticality for our levels
Iterations and exploration for the game last level
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3Cs
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Metrics
Camera projection on ground to build well sized levels
Camera minimal zoom to ensure objects that are big enough on screen
Objects size (non-interactable in blue, interactable in yellow)
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Camera
We defined camera's maximum range, object and character sizes to ensure game readability.
This led to our level size as we wanted one-screen levels.
Level Metrics
Walls' height and thickness were then defined on the camera view to
minimize
blind spots while still
ensuring circulation clarity.
We used a base unit (1m) to build our levels.
Helpers
I made helpers to ensure metrics were respected when we integrated content
and designed levels.
Balancing
Using external playtests
Our UX/UR designer made several playtests to gather feedbacks,
but we had not enough iterations to balance the game with only these playtests.
Balancing a game in a small amount of time
We dedicated team playtests to balancing. During these sessions I balanced the game on the fly,
taking into account our dev team's skills, which allowed an overall balanced experienced
despite our small time resources.
Custom unity layout to have all interesting values to balance during balancing playtests
Dynamic difficulty adjustment scheme
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Level Design
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One Page
A reminder
The role of this one page is to have all core mechanics of the game
synthetized in one poster which is always visible by the team.
Feature Cuts
Some of the presented features were cut. We kept mechanics
that were the most important in building our goal experience.