Games Fusion Project
Set in the 1960's Mad Men eker as you balance * Featured on itch.io and Rock Paper Shotgun in June 2019
About
Office Simulator, Strategy, Rpg | Genre
Unity, Adobe Illustrator, Fungus | Software
PC & Mac | Platform(s)
Graduation project - BA Games Design, London College of Communication, 2019
Key Features:
-
Steal, make, and buy what you need to win using the inventory and crafting systems.
-
One goal, multiple pathways to success.
-
Solve environmental puzzles that work differently depending on the time of day.
-
Make and break relationships based on decisions taken during the day.
Team
This game was made in collaboration with Pauline Martyn*. My roles for this project were:
-
Brian the Brain: level design, systems design, prototyping
-
Feathers: Inventory system, crafting system, UI programming, Day/Night cycles
-
Design Goals & Challenges
In Project Madison we set out to create a light-hearted revenge simulator, where mechanics and player choice influenced the progression of the narrative.
Goals
Design goals that influence the implementation of different game features:
-
Create an interactive environment that encourages players to explore.
-
Build structures that facilitate multiple play styles, with decisions made in one area influencing the options available in another.
Pauline
Challenges
As a designer on the project, key challenges for me included:
-
Directing player's through level design: As a self-contained environment, balancing explicit instructions with players' freedom to explore and figure out the puzzles at their own pace.
-
Positioning interactable objects: Allowing players to access relevant tools for progression whilst at the same time alluding to ways of gaining newer items. Balancing the distribution of items throughout the world.
-
Communicating mechanics through UI design: Visually communicating key world information and environmental changes to guide players without overwhelming them.