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  • Inspirations for Path of Kami

    I had the pleasure of working with my team at Captilight on this wonderful game! We took many inspirations and references while working on Path of Kami. Among them were Zelda, Abzu, Journey, Okami, and more. As the Creative Director on the project, I worked closely with the Art Director to finalize the art style for the game. Below is a showcase of a portion of the discovery phase we did to finalize the look of the game. We did several mood boards for color palettes, references, inspirations, and more. I can't wait to share them! But first...gameplay inspirations Gameplay-wise we took a lot of inspiration from various Zelda games, Journey and Abzu. We knew we wanted the game to be a casual and relaxing experience but still being engaging hence the simple puzzles :) We also wanted to do lots of environmental storytelling like Journey/Abzu, our wisp friend will share a lot of lore with us in-game but you’ll notice through collectibles and art in the environment will also be sharing tidbits of lore with you as well! Artstyle Behind Path of Kami Path of Kami utilizes a 3D stylized watercolor-esque art style that has two different aesthetics, one for the human world and the other for the spirit world. The human world contains hues of white, yellow, green, reds, and browns while the spirit world has hues of blues, purples, and neon-like elements. Mortal World Moodboard In the human world, we seek to emphasize the main characteristics of each season, warm saturated colors during spring/summer displayed in nature populated levels and desaturated white/grey cool tones in more desolate environments for winter. Spirit World Moodboard The spirit world seeks to express a dream-like ethereal full of nature environments through cool saturated tones as well as displaying a richer amount of air particles and small emissive fairy-like elements. Watercolor/Painterly Look We wanted the game to have a watercolor/painterly look and we took several references from games like Okami, GRIS, and Child of Light. We didn’t want anything too inky like Okami and GRIS is able to pull off the watercolor look really well because it's a 2D game. We decided to go with a mix of GRIS and Child of Light but in 3D. Hope this gives you an insight into some of the inspirations behind the game! [Originally posted on Captilight.com]

  • Study Proteins in AR

    Hi everyone! It's been quite some time. I hope everyone has been doing well! I've had the pleasure of working on a variety of projects since I last posted. I'd like to highlight one I did at the end of last year (2019). I had the opportunity to work with 302 Interactive and BrandXR to create an augmented reality app that helps students study protein-drug complexes for Wayne State University. I worked with the 302 team to come up with the UI/UX. This was an exciting and challenging project. One of the interesting design challenges was figuring out ways to present a large amount of information and options to users while still having the focus be on the proteins. For augmented reality experiences, we like to limit the amount of UI as much as possible so the focus can be on the content. To do this I went through several iterations of UI, figuring out ways to make options such as selecting different views and choosing Ligands to be easy and quick. Below are some early wireframes of what I came up with. We have a few UI elements in place to give multiple options to users to customize how they view the different protein-drug complexes such as: Choosing what Ligand they wish to look at Customize the view of the protein Options to change colors Search the protein database Below is a video showcasing the final app! 3D Molecule Viewer is now available on the Google Play and App Store for free. I hope you enjoyed the post! As always feel free to reach out if you'd like to talk more about this project. Stay safe and healthy friends, Deana

  • Redesigning Electrifly: An Augmented Goods App

    I've had the wonderful pleasure of being able to work on the Electrifly project at 302 Interactive. Electrifly.co is an immersive art and goods company which collaborates with artists around the United States to create pins, patches, murals, and more. 302 Interactive works with Electrifly.co to help develop their application which brings their products to life through AR, also known as Augmented Reality. If you're not familiar with AR, it's taking digital content and placing it on top of the real world. Here's an example taken straight from the Electrifly application: Video taken from Electrifly's Instagram. I have been working on the user interface and experience for the application for quite some time, including contributing to redesigns of the app. It has certainly come far! Below are some screenshots of what the application looked like originally. An info Icon is located to the top left while the Electrifly logo to the top right. A shop icon is placed on the bottom left, a capture button in the bottom center, and a collections icon to the bottom right. When taken to the shop, you're able to view various products offered by Electrifly Collective, in addition to the product name and price. The collection page contains AR content which is downloadable on the device. The last screen is the screen which appears after clicking the info icon. It contains information on how to use the application. After sometime, the shop page was taken offline so that it could be redesigned, this allowed developers to revamp the UI. You can see the new version below: The iconography was updated, a new color palette was introduced, and Electrifly had rebranded their logo, which was updated in the application. The info screen text and alignment was also adjusted. With this new update, I had the chance to assist in the redesign of the collections screen. I suggested to have an item checkmark system to be able to select items to delete or download. This new system allows users to be able to pick and choose the content downloaded on their phone, which they weren't able to do previously, to assist in managing storage space on the device. Afterwards, I was assigned a task to redesign the shop while keeping in mind the Shopify integration we wanted to provide to the client. Users are able to navigate by swiping on the screen or using the bottom navigation bar, there are three different tabs; explore, shop, and favorites. A yellow bar highlights the active page the user is on. The shop also features a cart system, allowing users to easily purchase multiple products at one time. The number of products in the cart are shown via a circle pop up which appears over the cart icon located to the top right. Users are able to explore all the products in the shop and explore page by using the filter system located beneath the header. Products can be favorited by pressing the heart icon. Favorites show up on the favorites tab and can be easily accessed at a later time. You can also search products by name using the search function. You can also search products by name using the search function. Upon clicking on a product, the price, information and color variants for that product are displayed. An option is also provided to add to the cart. If an item is available in AR, a bolt is shown next to the products name. I also had the chance to design a push and content notification for when new content has been added. A push notification is sent to the phone with details about the new content. When the user opens the application a content card appears with the option to view more details. After pressing new details it opens up a new window with a photo of the content, and information regarding the release. While redesigning the application, I also designed a light mode color palette which can be accessed from a sun icon in the info screen. I hope you enjoyed this post! If you'd like to talk more about Electrifly feel free to reach out or contact them directly on their website.

  • AR Food Menu: A case study

    Recently I had the pleasure of working with 302 Interactive on a case study for an unreleased application, which involves using augmented reality for food menus at restaurants. My role was to complete product documentation and define the user experience for it. The project was code named, "Hangry." Augmented reality has been on the rise due to technological advances and more awareness around the technology. What's great about augmented reality is that it's applicable for many industries. If you're not familiar with AR, it's the overlapping of digital elements on the real world. Below is an example of Electrifly, an augmented reality app which brings pins, murals, stickers, and more to life. Electrifly can be found on the Google Play store and App store. The app is free to download so definitely check it out! The app was developed by 302 Interactive and Electrifly Collective. You can go to the Electrifly Collective website for image targets to test the app. Problem Part of this case study was to figure out how we could use AR in a meaningful way in the food industry and not just as a "wow" factor. From a User Experience (UX) point of view, the goal was to provide users with information about their food items, but also make it an immersive experience which evoke feelings of wonder. Solution "Hangry" was created as an augmented reality food menu application which allows users to preview items on a menu from a restaurant from any location. This allows users to view restaurants near their location, get directions via Google Maps, and view their food menus in AR. We also wanted to provide a special mode for restaurants to use, so we added Kiosk mode. Kiosk Mode allows restaurants to have their menu on their devices quickly for customers to view without having to navigate through the restaurants list. Process I started off with documentation, defining what features the app was going to have, user flow, target audience, and other metrics. I also completed a competitive analysis of what was already on the market or had been done before, so we could make sure to differentiate our app against competitors. Designing Once I got a few passes done on the documentation and an understanding of the overall app, I started working on the user flow chart and wireframes. You can see the finalized wireframes below. Disclaimer: The coming soon sections were sections that we didn't want to fully flesh out in the demo, but would like to flesh out more in the future. We still wanted to add the sections as "Coming Soon" to show users that the features were in the pipeline. Due to the nature of the app and it's usage, the audience can vary in age and technical expertise. I kept that in mind while designing the app and user experience. The menus utilize basic app conventions such as the navigation bar on the bottom of the screen, and swiping to switch through pages. This design can be seen in various other apps which are commonly used by the audience and thus should be accustomed to. For the AR mode, I referenced popular apps and their controls so that users who may not have experience with AR could still have a relative idea of how to navigate. For example, users can touch and hold on a food item to view a nutritional information or swipe over the food to view other items. A tutorial at the beginning of the app is also provided so new users can familiarize themselves with the app. The idea is to have as minimal UI as possible in AR mode. There are two different ways to navigate through food items. The user can swipe on the food to navigate to different items or they can open the drawer and a carousal of items appear, which the user can select form. Testing During development of the app prototype, some design issues became apparent. One issue that we encountered was when the header that was seen throughout the app would disappear completely when the AR Camera view was triggered. Initially it was decided that header would be hidden so it would not break the immersion of the AR Experience, but instead this resulted in a disconnect between the rest of the app and the AR Camera view. Although this made sense in Kiosk Mode, since users wouldn't see the regular restaurant view, it was off putting for users to see it disappear when they weren't in Kiosk Mode. We decided that when Kiosk Mode isn't activated, it would add the header in the AR Camera view, but only show it when the user was active on the screen. This solution helps the UI/UX be more cohesive with the overall user flow and still creates an immersive experience for users. Another issue we ran into was with the nutrition info pop-up not working as expected. During testing, users would press and hold to activate the info pop-up, but the pop-up would not consistently appear. The app had to be pressed and held in a specific spot for the pop-up to show up, this resulted in users becoming frustrated with the experience. Other colliders in the scene interfered with the info pop-up collider that detects when the user presses the food item to see the info pop-up. After completing some adjustments and testing we were able to resolve that issue. Conclusion We created an AR food menu application which has brought more meaning to customers when previewing their food options in AR and to their overall restaurant experience. Using "Hangry," customers will be able to enter restaurants and view what their food will realistically look like before ordering or receiving it. For AR applications, the less UI that appears on the screen the better! Too much UI in an AR experience breaks the overall immersive experience which augmented reality can provide. Hope you enjoyed this post! Feel free to reach out if you have any questions.

  • How To: Create a GDD

    What exactly is a GDD? A GDD or Game Design Document is a complete compilation of everything about your game, even parts the player may not see. For example, elaborate backstories may be written on NPC characters so writers can understand characters personalities and dialogues. But player's may never get to see these backstories. A GDD is continuously evolving and updated. Although it's important to get as much details/features down when you start a GDD, it's important to know that the game may change throughout the design process and development. So make sure to keep it updated! Writing the GDD So it's time to write the GDD! Something to keep in mind when writing a new section is to evaluate it against everything else that's in the game. A feature may sound great conceptually but may clash with other systems you have in place for the game. When adding a new section or designing a new mechanic/system, a great practice is to analyze how it's going to fit into the game and work with other features and systems. A great way to play this out, other than sitting and trying to think of how everything might work together, is to create a gameplay minute document or create prototypes. Remember not to include art related subjects in the GDD. Topics like color palettes, polycount, aesthetics etc. are placed in an ASG (Art Style Guide). What should I put in my GDD? A GDD is normally made up the following sections: Game overview Narrative Levels Gameplay User Interface Personally, I also like to add a MVP and Wishlist section. MVP stands for "Minimum Viable Product," fancy words for saying core functionality of your game that'd you like to see. In the Wishlist section I usually add features or systems that maybe out of scope in that current time but would be great to look at later. Game Overview In the game overview section you can list your official title of the game, genre, target audience, platforms etc. Also include a small summary of the game and a high concept statement. Design goals and your feature list can be listed here as well. Narrative In the narrative section you can talk about the overview of the story and its characters. If you have a narrative heavy game that involves dialogue and a strong story, such as visual novel games. I recommend listing an overview in your GDD and then creating your own documentation for the narrative. Something to keep in mind for this section is how you'd like the story to be in-game. Is the story going to be Linear, have Multi-Choice or Branching Paths, be Multiform etc? Levels In the levels section you want to outline everything about the level design and progression in the game. You can share world maps, game views, progression charts etc. This is where you talk about the puzzles in your game, level descriptions, and more. Gameplay In the gameplay section you can talk about the controls of your game, mechanics, AI, abilities, win and loss conditions. This is also a great area to discuss your core gameplay loop. If you need some help with identifying the mechanics of your game, consider what the core of your game is. Take a look at the game's feature list and make a list of possible actions you might want to do or could do. Then begin to decide how you are going to accomplish these actions, these "how's" are your mechanics. User Interface The UI section contains a flow chart of menus, wireframes, and menu descriptions. The goal of this section is to show what your user interface consists of and how it's laid out. Examples GDD Template There are several free online GDD templates you can grab from and are super helpful! Below is my personal template I use as a base for the GDD's in my personal and work projects. Feel free to use it for yours! My GDD template is a compilation of several ones I've found helpful throughout my courses in classes, personal work and my job. This is a great base to work on, but may have to be altered depending on your game. Don't be afraid to break the template and customize it to better fit your game! I hope this helps! If you have any questions feel free to reach out.

  • Forest of Flowers and People: Lost, Immersed and Reborn

    The "Forest of Flowers and People: Lost, Immersed and Reborn," is an exhibit at the Mori Digital Art Museum: teamLab Borderless. The museum exhibits are full of lights, mirrors, and projectors that offer several opportunities to explore. I'll be focusing on the “Forest of Flowers and Peoples” exhibit. The "Forest of Flowers and People” is an installation where flowers bud, grow, and blossom with the changing seasons. It focuses on the cycle of growth and decay of the featured flowers. Viewers can walk around the space and are surrounded by abundant flowers. You can step or touch flowers which will result in the petals shedding and dying. The flowers are also influenced by other works such as flying butterflies. Butterflies gather in various places across the exhibit where flowers are blooming. The flowers scatter when crows enter the forest or when the waterfall swells as well. teamLab’s website goes in depth about the rationality behind the exhibit. “Before the modern era, civilization prospered by the sea. Since then it moved inland leaving pockets of isolated people in the solitary valleys. In these valleys there are faint traces of the relationship with nature that existed. If nature cannot be controlled, perhaps a hint for the future lies in the relationship that once existed between humans and nature.” The Art Asia Pacific Magazine wrote a piece about the exhibit asking a very good question, “Can digital art raise awareness about our environment?” I believe it can, viewers who have participated in the exhibit received firsthand experience in how humans can affect their environment. The exhibit demonstrates the connection humans have with plants and how, when disrupted, we can destroy it. In an interview with designboom, teamLab expressed an interest in exploring new relationships between humans and nature through art. In the interview they stated, “Digital technology has allowed us to liberate art from the physical and transcend boundaries. We see no boundary between ourselves and nature; one is in the other and the other in one. Everything exists in a long, fragile yet miraculous continuity of life.” This experience isn't a video or prerecorded animation on a loop, the work is rendered in real time by a special computer program. The interaction between the viewer and the exhibit causes continuous changes to the artwork. Each person’s experience is unique, no matter the number of times you visit. teamLab’s is bringing a breathtakingly, stunning and immersive experience which highlights the connectivity of humanity and our environment. If you get the chance to visit one of their exhibits, check it out! #art #exhibit #teamlab #borderless #forestofflowersandpeople

  • Cows vs Aliens: The Last Frontier

    For my SCAD Midterm Non-Digital project I intended to design and conceptualize a fully functional multiplayer paper prototype board game. I was able to successfully do this. The board game is called, “Cows vs Aliens: The Last Frontier.” The game can be played with up to 4 players. The player has the option of being a cow or an alien. If the player chooses to be a cow, their goal is to make it to the secret hideaway near their barn house. If you’re an alien, your goal is to capture as many cows as possible. Another goal of the game is to work with your teammates, all the cows can work together and help one another to reach the barn house. Aliens can also assist each other with abducting cows. One of the problems I was set to resolve was a game design challenge. The challenge was, how to make this game fun and competitive but also cooperative. My design goals for the game were to first, make this game competitive. I wanted players who picked cows and the players who picked aliens to have to compete against each other. But players on the same team for example, all players who chose cows, to work together to make it to the barn house. While the alien's team work together to capture cows. Originally the player was able to choose a weapon and one special skill. But later that changed to the player picking a character with a special skill and could, throughout the game, have the chance to pick up a weapon. In the beginning play sessions, the characters were too overpowered and to help balance it more weapons were taken away. Now there are icons on the board that the player can land on to grab a weapon or lose them. Depending on the character the players chose, which are placed on cards, they will be assigned a certain number of health and damage points. These characteristics assist them in their goals and allow them to confront each other if a confrontation occurs. Another goal I had was to make the game fast-paced and fun. During gameplay I wanted players to be able to be on their toes while playing. To achieve this the players are able to use their special skills if they land on their character color and if they were lucky enough to get a weapon they can use it once per turn. The target audience for this board game are people from the ages 8 and up. I also aimed to attract players who enjoy playing fun, comical, and social games. Players who have enjoyed playing games like “The Game of Life: Pirates of the Caribbean – At World’s End,” was also targeted. The game materials are made of paper. The player is given a box in which all the materials are placed that include the board, character and skill cards, in addition to dice. There were a few changes from the original design of the game. As mentioned earlier, weapons were originally provided with characters in the beginning of the game but then later changed to weapons having to be acquired from spaces on the board. Another thing that changed was the damage stat. In the beginning, all characters could do damage, and this made all the characters overpowered. So now some characters don’t have damage but focus more on defense. In the original design, characters were able to use their special ability every turn and that was changed to only being able to use their ability if they landed on their colored square. Thanks to all these design changes the characters are more balanced and in turn makes the gameplay more fun. Rules Sheet #CowsvsAliens #SCAD #PaperPrototype #BoardGame

  • Early Digital Artifact Review: Atari VCS

    The Atari VCS (also referred to as Atari 2600) was released in 1977. The Atari VCS was one of the first popular home video game consoles. The first VCS units came with two joysticks, a pair of paddles, and a cartridge copy of the game “Combat”. It had one cartridge slot and two controller ports. According to the Museum of Obsolete Media, “cartridges were normally limited to 4 KB, but later games used bank-switching to increase this. Cartridges were produced in a number of different shapes and designs by third-parties.” The Atari console was so popular in its time that the generic term for a video game system in the early 1980’s was “an Atari.” Atari intended for the Atari VCS to be used in homes and as a platform, with the unit being able to play multiple games on the console. Nick Montfort, author of “Racing the Beam: The Atari Computer System (Platform Studies),” states that it was affordable at the time, and it offered the flexibility of interchangeable cartridges. He goes on to say, “the popularity of the Atari VCS- which was the dominant system for years and remained widely used for more than a decade- supported the creation of nearly one thousand games, many of which established techniques, mechanics, or entire genres that continue to thrive today on much more technologically advanced platforms.” During this time, there were hardware cost concerns which led to innovated hardware design that influenced the way Atari programmed the software. The way they programmed the Atari VCS influenced the video games created during and after the system’s time. The Atari VCS used a typical 6502 processor, which drove many computers and consoles at the time. Steven Hugg, writer of “Making Games for The Atari 2600,” shares that the 6502 CPU was not that much different from other microprocessors such as the 6800, it was just cheap and widely available. The 6502 also powered the Apple I and the Nintendo Entertainment System. What was unique about the console was its use of the Television Interface Adaptor, or TIA for short, which is a television that is made up of horizontal lines illuminated by an electron beam that traces each line by moving across and down a picture tube.📷 Programmers must worry about having each frame of the picture ready to be displayed at the correct time, whereas VCS programmers had to make sure that each individual line of each frame was ready (Monfort). The Atari VCS also had a Rockwell 6532 RIOT (RAM, I/O, timer), and a generic 4050 CMOS hex buffer. The Atari VCS played a huge role in the history of game consoles, companies, and games. In a Business Insider article by Matt Weinberger, the director of the Videogame History Museum, Sean Kelly, was interviewed. He stated that, “Atari started it all. Atari is what brought video games into the mainstream.” The console is credited with popularizing the use of microprocessor-based hardware with separate cartridges containing games, instead of having a console which held all games within it. We’ve kept this system to this day but with more advanced technology. Today we have CDs, which we place game code on and use to put inside consoles. “The VCS soon gained massive popularity as people realized it could play much more varied games than just variants of Pong, the game ‘Adventure’ changed gaming forever, as it unlocked a game with a virtual world larger than a single screen” (computinghistory.org). Large companies, such as Activision, grew out of the VCS. Activision raised the bar on the console’s game quality. Their major titles included “Space Shuttle – A journey into Space,” “Private Eye” and “Pitfall,” one of the very first running and jumping multi-screen games. The VCS left such an impression on the game industry and gamers that just recently a crowdfunding campaign was held in June 2018 to help build a re-imagined modern day Atari VCS. The console is intended to allow gamers to play games and stream while also being an open platform for creativity and customization. Will the console make history again? We’ll find out soon enough. #AtariVCS #Review #DigitalArtifact #History #SCAD

  • Solbot: Energy Rush - Dev Series #4

    Development Series #4 covers new power ups we have implemented and new ones that are in the works. We also cover some animations that were worked on and share a video showing the newly added features. Welcome to our 4th devlog article about our upcoming casual arcade based mobile game Solbot:Energy Rush. Through series of articles we would like to share our experience of how this game evolved, the development progress/phases, working remotely from different locations as a team and much more. In the previous post we covered the finalized main character concept for our Robot and revealed some details about some new power ups we were implementing. This past week we have been focusing on developing new power ups and adding in animations to juice things up! We can discuss some of the power ups we have been working on so far and we will share a video of the updated gameplay with the new animations. In our last post we talked about our Magnet power up and how it attracts orbs around you. This week we have been working on a power up that will, for a certain amount of time, convert all orbs to the colored orbs that you need to collect. You can see it in action in our twitter post. We also worked on a power up where little rocket shooters are activated to shoot everything that you aren't able to collect, giving you the power to navigate easily to reach the orbs you can collect. We were able to implement this and you can also view this in our recent twitter post. Some other power ups that we have in the works is a shield which will protect you from on coming obstacles and a power up to slow down time. This week we focused on the following animations: idle, collecting orbs, and dying. View the animations and some power ups below: #Gaming #Devlog #Solbot #FreakoutGames

  • Solbot: Energy Rush - Dev Series #3

    Development Series #3 covers finalized main character concepts, how the story of the game changed from a city environment to space, while discussing some new elements in gameplay. Welcome to our 3rd devlog article about our upcoming casual arcade based mobile game Solbot:Energy Rush. Through these series of articles we would like to share our experience of how this game evolved, the development progress/phases, working remotely from different locations as a team and much more. In the previous post we covered how we incorporated a background story to give more meaningful gameplay and shared sketches of how the environment and robot would look. We also shared a gameplay video of a build which incorporated levels, orb collection, and various colored orbs. I decided to go with the Robot, Future Theme. The story follows a solar robot that has been designed by a company to harness light wavelengths to power a city. The robot will fly above the city collecting different light orbs and flying through gates to release the light/power generators within the gates. Through development the background story has moved from the city to space. Now we are depicting that the Robot is collecting Renewable energy resources as part of a space mission. A finalized concept of the Robot: We also flushed out some power ups to feature in the game. We will be talking about 2 of them, so others can still be a surprise. We thought about having a magnet type power up, once activated will bring all needed colored orbs to the player. You can view the magnet power up in action on our twitter page. We also added to add a laser level where the player has to avoid lasers for a period of time to stay a life. You can also view this on our twitter page. In the next post we will share more about our development progress, so stay tuned! It would be really great if you can support us by getting connected on Twitter: Twitter.com #solbot #freakoutgames #mobilegames #devlog

  • Solbot: Energy Rush - Dev Series #2

    Development Series #2 covers how we incorporated a background story to give more meaningful gameplay and share sketches of how the environment and robot would look. We also share a gameplay video of a build which incorporated levels, orb collection, and various colored orbs. Welcome to our 2nd devlog article about our upcoming casual arcade based mobile game Solbot: Energy Rush. Through these series of articles we would like to share our experience of how this game evolved, the development progress/phases, working remotely from different locations as a team and much more. In the last post, we discussed how we designed and tested the game. We built a prototype to help test concepts and to test if player's would enjoy playing the game. Once we got the initial documentation completed we had our writer brainstorm ideas on possible background stories to give more meaning to gameplay. We wanted to answer questions such as, “Why are they collecting these orbs? What are the orbs being used for?” He came up with a few ideas: 1. Robot/Future Theme 2. Bird/Fruit Theme 3. Hummingbird/Bee/Butterfly/Garden Theme With the Robot/Future theme, I thought that would be a good fit. The orbs could be "renewable energy" and the player can collect that to help power a city. The robot could have been built by the company that is harnessing the energy for the city. This concept ended up being changed, which we can talk about in our next post. During this phase we also had an artist draw sketches for the robot, gates, and city. You can see the initial concept sketches below: In this sketch the artist was flushing out ideas on how the city can look like and a study on the robot. Sketch explores how gates could look like in the game. Later during the development process we ended up going with a more simplified robot design, which is shown below. Along with sketching the environments and robot we started working on incorporating other colors for energy and building levels, along with counting orbs collected. In the next post we will share more about our development progress, so stay tuned! It would be really great if you can support us by getting connected on Twitter: Twitter.com #solbot #freakoutgames #mobilegame #devlog

  • Global Game Jam 2018 - Birds of a Feather

    This year I participated in my first Global Game Jam! I had such an amazing time and worked with a great group of people. The prompt was “Transmission” we decided to make Birds of a Feather. We also challenged ourselves by using the diversifier “Feathered Friends” which asked for the protagonist to be a bird. What is Birds of a feather? You play as a bird that is delivering a letter to various areas across the world. But watch out! You have obstacles in your path you have to avoid to deliver the letter safely. Play it here: https://nakayuma20.itch.io/bird-of-a-feather We created the game in Unity. In this game, I specifically worked on UI and Level Design. I created the 2D art for the main menu, pause menu, and worked on materials. I mostly worked on levels 2 and 3, world building and laying obstacles. Some of the challenges we came across was scope. We had originally thought of doing 7 levels and theme each level to a random country. We unfortunately didn’t have enough time and resources to do that, as we only had one artist on the team. Also, the majority of the team was full of designers and had one programmer. Because of this we knew in the beginning that we had to make a game that had simple mechanics. Our goal was to create a fun experience based on fast reactions and time traveling. #GGJ #Birdsofafeather #GameJam

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