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:

As System Designer, I designed all the enemy’s attacks and effects on death.

There are 7 types of enemies, 2 of which have melee and ranged attacks and no Effect on Death.

For the other five, I compiled a document to describe their effects, their attack patterns and references for VFX that AI Programmer used as reference for their implementation:

Explosive – explodes when in contact with the player or killed;

Freezing – creates a small area that damages and slows down who is in the AoE and does the same when killed, but in a larger area, slowing for a longer time and dealing more damage;

 

Lightning – When killed release a bolt in a straight line forward and backward, stunning and damaging who gets hit;

Poisonous – releases a small poisonous cloud when close to the player and a bigger one when killed. Both deal damage on tick to whoever is in the AoE;

Smoke Cloud – When killed releases a cloud of black thick smoke that impairs the vision of the player when inside of its AoE;

As these effects on death affect both the enemies and the player, the latter can use them to sweep multiple enemies at once creating satisfying chain effects.

I also designed and implemented all the upgrades in the game and the chest system used to randomize the item drop. Upgrades are divided into 4 categories of rarity.

Players receive a random Item from each chest, and most of them have stackable effects, so it’s possible to create builds that rely more on damage or movement, depending on player’s preference. To give the player some freedom in the build creation we also implemented a shop system that uses the same randomization of the chest, but offer a choice of up to 5 upgrades that can be bought multiple times, with an increased price after every purchase.

As Gameplay Designer, I balanced enemy encounters and the values of enemy and player damage, health and upgrades value, to create a challenging but satisfying experience. To get the right balance the whole team playtested the game and then referred to me how they felt about it so that I could adjust it.

 

Jimbo's Escape

Roles: Product Owner, Gameplay Design

Softwares:

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:

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.

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