Gravity Shift
Project Overview
I created this game as a work-test for Fancade. It was built in their app using a visual scripting language and completed within a week. [Play it here].
Design Goals and Limitations
- Implement a gravity-shifting mechanic.
- Deadline 1 week.
Key Decisions
Initially, gravity shifting was one-directional to simplify inputs, but playtesting revealed players expected bidirectional control. Adapting to this feedback improved clarity and usability. Kept it simple and easy to navigate with a side-facing orthographic camera.
Core Mechanics
- Gravity-shifting gameplay: Players navigate levels by changing gravity across two axes.
- Spikes: Prevent landing in specific areas, adding challenge to level design.
- Falling blocks: Heavy blocks that move with gravity, requiring strategic positioning.
- Breakable blocks: Shatter with sufficient impact, emphasizing the gravity mechanic.
Sokoban VR
Project Overview
This was a 3-month team project to develop a Sokoban-inspired VR puzzle game. I worked as the team lead and was responsible for coordinating tasks, designing core systems, and implementing gameplay mechanics.
My Contributions
- Team Lead: Organized workloads, ensured smooth communication, and kept the project on track.
- System Design & Programming: Designed and implemented game mechanics and systems using C#.
- Visual Effects: Created and optimized shaders and VFX using Shader Graph to enhance the VR experience.
Design Focus
- Core Goal: Translate classic Sokoban mechanics into an immersive VR experience, emphasizing intuitive controls and spatial awareness.
- Challenges: Balancing VR interaction complexity while keeping puzzles engaging.
- Decisions: Simplified controls to avoid motion sickness, optimized shaders for smooth performance, and ensured clear visual feedback to guide player actions.
Mini Game Design
Design Goals and Limitations
- No timers or stressful mechanics; maintain a wholesome, relaxing atmosphere.
- Complement the theme of caring for creatures and crafting remedies.
- Serve as an alternative to the common fishing minigame.
Concept and Rationale
Fishing felt out of place, so I explored a minigame tied to flowers and plants, aligning with the game's crafting mechanics. I wanted something cathartic and satisfying without frustration, so I brainstormed alternatives to match-3 puzzles and landed on a sorting mechanic.
Mechanics
Players sort flower petals by hue, progressing through three stages: unsorted, partially sorted, and fully sorted. The activity provides resources for crafting medicines or completing quests while reinforcing the calming gameplay experience.
Bloomblebee
Project Overview
Bloomblebee is a solo project created in Unity over five weeks, focusing on exploration and relaxation.
Goals and Limitations
- Built with Unity in 3D.
- Clear start, finish, win/lose state.
- Relaxing and intuitive gameplay with clear guidance.
Key Design Decisions
Initially planned as a space shooter, the concept shifted after learning about the "tend and befriend" response. The game became about a bumblebee exploring a forest to collect nectar, prioritizing relaxation over combat or time pressure.
- Removed enemies and timers to align with a calm, exploratory tone.
- Focused on level design and atmosphere, using unique "rooms" and flower placement to guide players naturally.
- Opted for ambient nature sounds instead of music for a relaxing environment.
- Included an optional tutorial to teach mechanics without hindering experienced players.
Core Mechanics
- Players control a bumblebee in a 3D forest with keyboard/mouse or gamepad.
- Objective: Explore, collect nectar from flowers, and uncover secret areas with rare nectar.
- Scoring: Players are shown their nectar count and the total available at the level's end.
Unreleased Project at Plucky Bytes
Project Overview
I worked as a game designer at Plucky Bytes for a short-term project before the studio was closed by its parent company. While the project remains confidential, I can share insights into my role:
My Contributions
- Collaborated with the lead game designer to design and prototype a distraction mechanic to achieve a specific player dynamic.
- Gained experience working with an extended version of the Godot game engine.
Content and Level Design at Fancade
During my time at Fancade, I worked on content creation and level design for several projects. While I’m uncertain whether my contributions made it into the final releases, I was involved in prototyping and exploring new ideas for gameplay and levels.
Drive Mad
- Created and blocked out new levels that followed the established design sensibilities.
- Developed voxel-level art to match the game's visual style.
- Experimented with new mechanics and gameplay ideas to enhance the experience.
Snek Left
- Designed and implemented new levels to add variety and challenge.
- Prototyped potential new gameplay mechanics for the core gameplay.
DinoBros
- Designed puzzle levels that introduced core mechanics to players in a gradual, intuitive way.
- Created progressively challenging puzzles to encourage players to apply learned mechanics and engage with the game's deeper systems.
Upphovspersoner:
Skapad med en bild av moreidea - "Colorful burning clouds in heaven and birds flaying"