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 ⚒ Development 🛠

In the first 1-3 weeks i created different type of enemies (which vary in their values such as speed, distance, behaviour, ...), level ideas and mechanics which builds around the shooting aspect. This was pretty fun but also frustrating at the same time because I came up with many ideas that could be implemented but because of the constrains our prof. gave us we did have to cancel those.

Phase 1

Phase 2

Phase 3

My role in this project was being the Game Designer or superficially the one who comes up with the main ideas for the game in terms of; Mechanics, dynamics, gameplay feeling and the UI elements. 

In the week 4-6 I focused on developing and polishing the main elements of our game further more such as the NPC's dynamics between eachother, setting the rules of a playthrough and also giving our artist and coder references and storyboards/screenflows to help them understand the idea of our game even more.

These were the first iterations of the perspective and artstyle of the game.

The key element was it to hit the people who pass across the screen. Also hitting specific spots increases the gain of points and trigger specific events.

After talking and developing the game further, the artstyle also became more clear which got rid of problems such as the perspective (since it had to be a 2D game which made the idea of hitting different spots of the character harder) so we set on having a top-down kind of view.

In the weeks 7-10 my main aspects of designing and creating changed to rather finding problems and adjusting certain elements of the game. So it was mostly writing the problems down for our coder and changing values of the NPC's and rearranging UI elements.

Since there wasn't more to be added in terms of ideas I was mainly looking at what was really necessary or missing in this game and then it blew my mind; Sounds. I added them and it made the experience of playing this game 5x better since you are understanding the feedback of your actions much more.

Phase 4

In the last weeks 11-12 I was only changing the UI and the different menu screens as well as writing down every bug, glitch and abuse of mechanics that came up in that current version and told the coder about them.

That really concludes the journey of this project and as mentioned above, it was really fun and I hope you either enjoyed this overview of the design process or the game itself (Link with the itch.io page above where you can download the game). 

Tapioca: Dienstleistungen

This project was one of my favourite projects I've worked so far because it was a mix of one and a half year of game design experience merged together with good and ambitious teammates.

We started by having a pitch idea of just shooting tapioca pearls and started actively working on it as three. The hard part was actually developing this game while also being hardcore restricted by the constrains but that challenge didn't hold us up to deliver something solid working, fun (and "addicting to play" - itch.io playtester)

🎯 My personal view and my team 🎯

⛓ Rules and Constrains while creating this Project ⛓

  • 2D Game

  • Single Player

  • Highscore

  • Not much text elements and limited colors

  • Stick to 1 core mechanic

  • A single playthrough should not take more than 5 minute

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