Game Designer, Google Techmakers Scholar 2020
Roles
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Gameplay designer of party tasks & overall game flow
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Ran playtesting sessions, using feedback to balance gameplay & improve user experience via questionnaires & observation
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User Interface: Collaborated with artist to improve player readability
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Producer: Managed team communication and development pipeline to meet successfully meet internal milestones, using Trello & shared source control
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Represented project to clients in formal milestone reviews, translating feedback to team for future development
The vertical slice was intended to show how difficulty could be scaled within a short time frame
Mock-up showing how a song menu could be navigated without leaving the game level
The vertical slice was intended to show how difficulty could be scaled within a short time frame
Game Balancing
Focus on short party tasks with a variation of player interaction, challenge and impact. Player experience was targeted towards in learning & prioritising tasks to improve over multiple replays.
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Communicated technicalities of gameplay to programmer through data flow diagrams & storyboards
User Interface
Focus on:​
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Clear association of gameplay abilities with UI meters e.g. blue sprint meter = running
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Clean readability compared to busy game level
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Making player actions feel rewarded for their efforts, even in failure
When initial play testers found the UI confusing, their colours & icons were updated for clearness & consistency
Updated to better reflect & reward player actions
When initial play testers found the UI confusing, their colours & icons were updated for clearness & consistency