UNANNOUNCED MOBILE PROJECT

PROJECT DESCRIPTION

MY RESPONSIBILITIES​

  • High level concept and feature planning.

  • PvP design to cater for both casual and competitive audiences.

  • Character design, ability design, and game balance.

  • Crafting and delivering a project pitch to management for greenlight.

WHAT MAKES MY EXPERIENCE UNIQUE?

  • Made by interns.

  • Unique casual-competitive concept.

  • In production for release.

GAME SCREENSHOTS

ROLE
TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM    
             
DURATION
CALENDER
Game Design
Casual-Competitive
2D
NDA
NDA
Mobile           
3 Months
2017 June - August

A mid-core casual-competitive game which was developed from a small team into a mini-scale production during my internship at EA.

The NDA of the project is still in effect, but we gained permission to showcase and speak about the game's information on a macro scale as represented below.

MY EXPERIENCE

DEPENDENCIES

Market Research

Game Analysis

Game Conception

PvP Design

Character Design

Game Balance

Rapid Prototyping

TOOLS

Excel
App Annie
Word
PowerPoint
Photoshop
Custom Engine
Slack
Outlook

Due to our lack of expertise in the mobile development at the time, we were tasked with performing market research on all mobile game genre's to get good footing in the industry.

This task particularly helped us a lot in understanding how we can translate our design process onto the mobile space. And at the end of our first month, we ended up playing around ~35 games, with genres ranging from - casino, 4X, RTS, CCG, moba, strategy, simulation, RPG, casual, adventure, action, puzzle, shooting, fighting, and racing. 

I not only played the games required, but I also made breakdowns and analysis for each of them while including information such as - game & company briefs, business models, play times, downloads, revenue, acquisition, RPI, trends, demographics, ratings, currencies, progression, game modes, competition, game loop, flow, rewards, meta game, features, events, leaderboards, adverts, and even notifications - to get most out of my learning experience.

With the market research done, we exactly knew what features were needed for an X game to hit any right intended target audience.

 

Thus to prove ourselves, we began working on creating prototypes for the next big studio title, which took us around ~3 months, while our work ranged from - pillar conception, more market research, conception, brainstorming, character design, ability design,  balancing, to prototyping before we went onto present it to the management. The project has since been scaled up for further development.

REFERENCES

In case you want feedback about my work, feel free to contact:

  • Anup Yadav, senior game design mentor assigned for my internship (anupyadavk@gmail.com).

  • Abhishek Koturaju, a product owner / producer managing my dependencies (akaturoju@ea.com).

PERSONAL COMMENTS

WHAT WENT RIGHT?

  • Delivered a successful concept pitch to greenlight the project.

  • Gained valuable experience on building a title from ground up in a professional environment.

  • The prototype was highly polished.

WHAT TO IMPROVE?

  • Can't find many significant standout negative points to improve :)

BLOG POST - EA INTERNSHIP REPORT
NDA free internship report about my first stint at EA, where I obtained professional experience of working on multiple production and live service mobile titles.
List of projects I was involved in: Bejeweled Blitz, Bejeweled Stars, Tetris Blitz, and few internal prototypes.