High-level concept and feature planning.
Gameplay design derives player and ingredient mechanics.
Narrative design covering universe, art, and gameplay.
Level design accounting for progression throughout the game.
WHAT MAKES THE PROJECT UNIQUE?
The journey of the character.
The universe and its aesthetics.
High-level concept execution.
Game Design, Level Design, and Narrative Design
Platformer, Art Game
'A Typographic Journey: Life' is a side-scrolling platformer set inside a universe made up of words and letters using the alphabet of the English language. The world itself is a narrative typography, where the players would be taken through the typical journey of an average human being from their childhood to their old age.
The project was made as a part of an 'intensive week' session and has been completed in 1 week at our University.
The player takes control of the character of the letter "I", which symbolizes an average human. Controlling the character, the player must go through the narrative story while traversing through the obstacles created by the typographic universe to progress through the life of the character (an average human).
The concept was based on the journey of the main character (the letter “I”), with the surrounding aesthetic universe in play.
We as a team realizing and focusing on this fact, began with developing the character as in relevance to the value of “Human Life”. We wished to capture the different emotions one faces while traveling on the difficult road called "life", where its ultimate destination is called "death".
But the universe and the character are not the only ones in play. We also wanted the gameplay to compliment the character's journey and so - our level design, art style, gameplay mechanics, and sound design represent the character's current journey phase and emotion in life.
So for this project, overall - I worked on the level design, some game mechanics, and the story of the game. This project is more of an experience than a mechanical one.
WHAT WENT RIGHT?
The execution of the project was really close to the high-level concept envisioned.
The character's journey aptly displays different phases of life with appropriate gameplay experiences.
The font universe selected enhanced our direction for the game.
Followed smooth development process due to our clear work distribution.
WHAT TO IMPROVE?
The difficulty curve took a hit due to our artistic approach to the project.
The font collisions could have been handled better for an improved gameplay experience.
Few game breaking bugs are still remaining in the build.
The level design was either a hit or miss.