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ABOUT

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2 months

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2021

GENRE: Arcade (free-to-play)

PLATFORM: Mobile

ENGINE: Unity

TEAM:

  • 4 game designers

  • 3 gameplay programmers

MY ROLES:

 

LEVEL DESIGN

SYSTEM DESIGN

GAME DESIGN

SOUND DESIGN

PITCH:

Take control of food planets, guide your colorful missiles to the right places, and explode food!

 

Unlock new ships, upgrade your power-ups, and use them to annihilate galaxies, each more appetizing than the last one!

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PRODUCTION

This mobile free-to-play project brought a lot of novelties in my way of working and thinking about the player's experience: the first project in collaboration with Gameplay Programmers, the first mobile game, and the first game with a free-to-play economic model.

We had to make a mobile game for a casual target, so we imagined a game with simplistic controls, but requiring training to master them completely ("Easy to learn, hard to master").

During the production, I was personally in charge of making the flowcharts of the game, in order to explain to Gameplay Programmers our intentions regarding the user experience and to make them clear between GD. Furthermore, I defined the power-up system and how it would be incorporated into the progression and monetization system. I also made several levels with the level editor developed by Gameplay Programmers, and I handled the sound design.

 

Finally, a large part of my time was dedicated to balancing the difficulty and player progression. I did it with Rational Level Design, which was very helpful thanks to a structure completely adapted for our game and relevant use.

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