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Hop Around

2D Mobile platformer

Febuary 2022-June 2022

Hop Around is a mobile platformer that utilizes an underuse mechanic in mobile games : the GYROSCOPE !

The developpement lasted 4 months, and out team consisted of 2 game designers, 3 game artists and 2 programmers.

What I did

  • Lead game designer

  • Designing the 3C's

  • Designing the Interactive elements

  • Production of 3 levels, from initial design to art integration

  • Implement a monetization system

  • Integrate a dynamic camera with triggers

What I learned

  • The constraint of mobile and gyroscope usage

  • Using ProBuilder on Unity

  • Being lead game designer and having to make decisions when necessary

  • Enhancing replay value

  • Adapting the projet and making changes to address vision-related issues

An action platformer game

The initial idea was to create a puzzle game with mechanics involving the gyroscope. However, these two intentions are not compatible, as the gyroscope introduces a physical dynamic for the player, and the gaming experience is not aligned with what is sought for a puzzle game. We decided to keep the gyroscope and, therefore, revamped the gameplay by switching genres to create an action platformer

Controller mechanics

The controller operates using the gyroscope, and consequently, the majority of the game mechanics as well. Here are some designed mechanics and interactions to make the game more frenetic

langue.gif
anneaux.gif
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The tongue

The main mechanic in the game is the tongue. With a simple touch screen input, Rebby the frog will extend her tongue, and if the touched object allows it, she will interact with it

The rings

The rings are objects placed at heights. When Rebby latches onto the rings with her tongue, she can swing using the gyroscope

Hooks

The hooks function similarly to the rings, but they are not subject to the gyroscope's gravity

Level design

At the service of production

LDpapier.JPG

Paper format

At the begining of the production, we started by making small individual workshop. Each workshop was design using a certain mecanics or gameplay elements. We made more than 20 workshops, then, by pooling them together, created 5 levels consisting of sequences of workshops

Blockmesh

Once the workshops were combined, each of us created the block mesh for the levels while testing and iterating on metrics gameplay elements. I did 3 levels for Hop Around.

This took time due to the changes in the game's directions, so we had to create proper guidlines to ensure coherence across the game

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ldart.JPG

Art integration

For most of the levels, the artists handled the graphic integration. However, the shift in game type led us to develop larger levels than initially planned, making the graphic integration task quite substantial.

 

As game designer, we took on repetive task to help the artist, like integrating certain parts of the levels using prefabs created by the artists

Hop Around gameplay

This project allowed me :

  • To understand that making significant changes in the middle of the production is not necessarily a bad idea

  • To be mindful of the game's scope

  • To enhance my skills in level design, especially regarding game pacing

  • To establish an effective level design integration pipeline

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