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Summary
My second year school group project where we first practiced design iteration on a semester-long game. Team size of five.
Contributions

Game design, event dialogue, character design, character art

unity
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Table of Contents

EMERGENCY CONTACT: A Zombie Game (2022)

Zombies, weapon specialists, and a chaotic group split between wanting to survive and having fun.

Singleplayer || ATB Combat || Exploration

Game Design

Earlier on, we established that we wanted some form of fast-paced RPG combat system and had many sprints where my ideas were highlighted. I mainly took inspiration from the Plants vs. Zombies series in which actions randomly appeared on a conveyor-belt that the player could then choose from. This would then evolve to include melee, ranged, defence, and health options. To ensure a proper gameplay loop, I had to also plan where narrative was going to fit as well as additional features such as shops and events. We initially wanted something rougelike which created our travelling system, so the rest was how we wanted to fit in the experience. I dedicated personal time to create documents explaining how a vertical slice of gameplay could look, with what information had to be carried and gained and from where. For example, wild events could lead to additional resources which could then be used in the shop, allowing them currency to buy items for battle. While some features could not make it, this allowed the team to have confidence being able to have a full mental map of the experience. In terms of creative direction, I wanted a casual experience that highlighted interesting characters. In the same gameplay document, I began pitching a placeholder theme to validate the fast-paced combat in where a bunch of young adults are fed with having to survive and are trying to gain their youth back. To do this, I thought the best way to emphasize this devil-may-care attitude was to rely on punk rock music and a trial cast that is very chaotic. While this concept was only brought up to formulate my ideas, it was interesting to see how it was picked and interpreted by the team.

Character Style

I started playing with character styles back during pre-production when we were entertaining thoughts on our very first idea, a witch game concept! The initial design for the protagonist was done quickly as the story had not yet been decided, but I still wanted three different takes on her personality, including stoic, kind, and bold. ​ I then spend most of my time on stylization to get notably different results: ​

  1. Original on 4K pixels height canvas. Emphasis on textures with subtle strokes and blends.

  2. Original 2k pixels height canvas. Simplified style based on cartoons. White rim lighting to add immediate contrast.

  3. 200 x 400px canvas.The least time-consuming based on size. Other artists may easily edit themselves in any drawing program if needed .

In the end, we committed to the one that required the least resources (C) as I began to take on more responsibilities.

Character Design

In my cast of placeholder characters to explain potential gameplay mechanics, the team were very supportive of these samples so I continued to develop them into visual designs. I had a strong sense of their personalities and flaws, which allowed me to easily make a moodboard on Pinterest for each character with different textures, patterns, and clothes I thought they would wear. After sketching some outfits, I made a poll for my team to easily pick out their favourites in a group chat that allowed them to also voice out their questions, comments, or concerns..

Writing

I was in charge of event dialogues, which were brief text interactions in the style of a visual novel that the player could encounter on the map. Early on an event, the player can choose decisions based on context clues that could then lead to gaining or losing resources, as well as a combat ambush. I made a table for the programmer to know character placement, text, and rewards for her to later implement as seen in the attached image. For things relating to the tutorial, I provided something similar, but with assets and a reference image showing how they should be included into the game.

COLLABORATORS

Jamie Burnett

Layla Ali

Lucy Coates

Xiang Lin

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