top of page
Title_logol_edited.png

Role:  Designer, 2D Artist, UI

Genre:  Clicker, Simulation, Limited Time
Engine:  Unity 3D

Description

You’re the manager of a group of infected individuals, and your job is to try to keep them alive for as long as possible! Beware the crawlers!

Design Process

Design Challenges

This year prompt is "Mask". We brainstormed several different possibilities ranging from 1v1 deathmatch game, to co-op parcore game, but we came to a final decision of doing a 1 player clicker and simulation game.

Art

Unifying a Style:
We decided to go for a absurd and corki style, with exaggeration to show a fictional degree of madness.

Mood Board: 

Color Test:

Environment:
Though originally we thought the game would be set in a hospital, we later decided going beyond reality, and aiming for magic realism and dream core aethetic would fit the ridiculous symptom of this fictional pandemic (people start crawling, barking, and biting people).

Other NPC should probably also fit in with the loosely European fantasy setting, and potential non-human features.

Final Choice:
Main character is an adventurous and hopeful one in their youth. They also have to  stand out against a nature environment background. The purple one, the most dreamy one out of the color variations, also enough contrast against a greenish background).

Animation:
This is my first experience with 2D game animation sequence, so I was uncertain about best moments to capture to optimize for a game. Animation took a lot of drafting and back and forth testing in the engine.

Reflect & Learn 

What went right?

Within this 72-hour game jam, our team had limited member and limited time.

  • We were able to take advantage of the nature of game jam, a small and concentrated team. Members of different roles are able to maintain constant communication while collaborating.

  • We all liked this early idea, and moved past the early decision stage very smoothly. Majority of the time was spent on refining the game play logic, and agreement was easy with open mindsets.

  • As the artist of the project, I gathered a lot of references, and made sure to widen the variety before starting.

What I learned?

  • We rushed to the development stage too soon without spending enough time in the planning stage. It would have been helpful if we sat down as a group to list specific goals and organize a schedule pre-production.

  • For a game to have complex add-on features, a clear hierarchy and categorical structure is helpful. 

  • More engine experience in other game types are helpful for an artist (this is my first 2D unity game)

bottom of page