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Monster Mash

Role: Gameplay Designer, Producer --- Team Size: 5 --- Time: 4 months

Vertical slice of a fast-paced party management game inspired by Overcooked, created with Unity.

Roles

  • Gameplay designer: Start to End game flow & party tasks

  • Ran 2 playtesting sessions, using feedback to balance gameplay & improve user experience via questionnaires & observation

  • UI designer: Collaborated with artist to improve player readability

  • Producer: Managed team communication and development pipeline to meet successfully meet internal milestones, using Trello & shared source control

  • Presented progress in weekly milestone reviews, translating feedback to team for future development

Design & Documentation

​Players complete timed tasks to keep partygoers happy e.g. changing music, repairing the disco ball, serving food.

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  • Wrote & maintained the game design document, asset lists, playtest results and production schedules. These were referenced by the entire multi-disciplinary team throughout the project.

  • Communicated gameplay specifics to the programmer via data flow diagrams, animated mock-ups & storyboards.

  • ​Task frequency increases over time, meaning players must prioritise their actions - balancing this was informed by playtesting. â€‹â€‹

User Interface

  • User Interface elements were designed to be simple, text-light and easily readable in contrast to the hectic gameplay.

  • Every gameplay action had some responsive UI or animated response to reward players for their efforts even in failure.

  • The sprint meters' purpose was originally unclear to playtesters. As a result I rewrote the opening tutorial and collaborated with our artist to redesign the meter with clearer iconography. This was confirmed with successive playtests. 

Balancing Difficulty

  • Playtesting was organised around a major session during Alpha release and smaller informal playtests throughout development.

  • Qualitative and quantitative results were recorded via player observation, post-game questionnaires and set values (heatmaps, final scores, time played, etc.).​

  • Sessions identified issues in adjusting difficulty, bug testing, clarifying task goals and ensuring readable UI

  • Example:  Playtesters didn't associate the disco ball with its lever, which was needed to complete its task. To solve this I ensured there was a shared visual effects when repairs were needed.​

  • Heatmaps were used to identify common player routes and clipping issues. Levels were redesigned to encourage path variety as a result.

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