Games Fusion Project
Graduation project - BA Games Design, London College of Communication, 2019
Office Simulator, Strategy, Rpg | Genre
Unity, Adobe Illustrator, Fungus | Software
PC & Mac | Platform(s)
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.
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.
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.
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.