Game Projects
During Game Projects, FutureGames students are divided into teams to develop a small game; groups are composed of Game Designers, Artists, Programmers, Quality Assurance and UI/UX Designers.
To aid our development process we had access to Perforce, Jira and Miro.
Caves, Shrooms & Crystals
Roles: Gameplay Design, System Design
Softwares:

Production Time: 4 Weeks
Team: 12 People
Project Overview:
In Caves, Shrooms & Crystals you play as a skeleton looking to eradicate the mushroom infestation that has taken over the crystal caves in a mix of gun play and platforming.
When killed, enemies release different effects that affect both the Player and Enemies in the Area of Effect, making them both a threat and a weapon for the player.
My Role:
For this project I designed enemies’ behaviour, upgrades with stackable effects and chests that drop random upgrades depending using a weighted system.
Upgrades and chests randomisation have been implemented by me through blueprints, while enemies implementation has been taken care of by a programmer using the documentation I provided.
I also worked on the game balancing, tweaking numbers and making the experience fun and challenging, referring to others’ playtest feedback.
Jimbo's Escape
Roles: Product Owner, Gameplay Design
Softwares:
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Production Time: 3 Weeks
Team: 12 People
Project Overview:
“Jimbo’s Escape” was the first Game Project I worked on at FutureGames; the theme we chose for our game was “running out of space”.
I had the idea of making a 2.5D vertical platformer where the player has to climb on top of a tower from the inside while escaping from a monster chasing them from below; with the team, we then decided to add a grappling hook to enhance the movement mechanic and making the experience more engaging.
My Role:
The role of Product Owner entails keeping the game’s vision intact during production, guiding everyone else towards the end goal understanding the whole trajectory of production, finding solutions for the problems that arise, setting priorities for what has to be done, and keeping in mind the time limit we have.
I also took charge of Gameplay Design, working with the programmers to make the game feel satisfying and the controls responsive.
Mirage Rush
Roles: Lead Game Design, Gameplay Design, Level Design
Softwares:
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Production Time: 4 Weeks
Team: 17 People
Project Overview:
Mirage Rush is an extreme-sport mobile game where the player sandboards through the ravines of a destroyed city.
For this Game Project, we got a Request for Proposal from Turborilla to make a mobile game on Extreme Sports, following their pillars of having believable physics, a sense of competition and a system that is easy to learn but hard to master. On top of this, the game had to offer some kind of cooperative or competitive mechanic.
We decided to create a game where the player has to run against the clock, but also against the ghosts of other players.
My Role
As Lead Game Designer, I followed and guided our Narrative and Level Designers throughout the entire production, to keep the vision intact for the whole project together with our Product Owner.
As Level Designer, I created the first part of the map (until the first jump); here, I tried to create a simple section for the player to get accustomed to the controls and the mechanics of the game.
As Gameplay Designer, I worked with the programmers to achieve a believable feeling of sandboarding.
