High level concept and feature planning.
Gameplay design deriving - player, enemy, and ingredient mechanics.
Sound design for all elements available in-game.
Market research responsible to attract intended target audience.
Cover marketing information such as - trailers, teasers, posters, media, etc.
WHAT MAKES THE PROJECT UNIQUE?
Simple for anyone to pick-up and play.
Polished around intended target audience.
Marketed to be an upcoming mobile release.
Game Design and Sound Design
Mobile / Tablet
2015 December - 2016 May
'Mystical Leaf' is a story about a magical leaf and its incredible journey to protect a mystical forest from natural disasters.
This project was made as part of a 'semester project' in our university, and is mainly focused for kids around the age of 6-11.
The player while controlling the magical leaf has to save small insects from various locations, and has to safely fly them back to their home by dodging various obstacles while staying afloat in air.
Completing the pre-production and the initial design phase of our game (which covered core loop, player mechanics, ingredients, and enemy mechanics), we divided ourselves into different groups to better polish our game for its final showcase.
I made my path into sound design first because I wanted to expand my knowledge on the sound design pipeline. And also later in the production, I created plans to market our game to the small group of audience around us in-order to attain more knowledge in the marketing department, and as well as to improve the overall image of the project.
Over the course of development:
I made over 150+ SFX and 3+ Background scores for our final playable version of the game.
I created a marketing plan for our game targeting anyone to everyone in and around our campus, which was executed in the form of trailers, posters, and teasers.
We did many focus tests on our specific niche of target audience for better polish of the game.
But I feel we all could have done a better job in general, if we didn't divide ourselves without thinking of a re-emerging point, as when our time came to compile the project, we left out many assets from the final prototype. Then again even with our mistake, I think we delivered a fine prototype which otherwise could have been an even better one.
WHAT WENT RIGHT?
It was an enlightening experience to learn about different intricacies involved in sound design and its impact on gameplay.
Gained a fresh new perspective on trying to understand how player's relate to your product, compared to us developers.
The target audience intended seemed to be an instant hit from individual playtests conducted.
The pre-production was smoothly planned accounting for production problems.
The prototype was highly polished for a playable experience.
WHAT TO IMPROVE?
It was a relatively short prototype for the development time allotted.
The work distribution took a hit because of members dropping out of production.
The art pipeline was ill-planned leading to unintended environment art.
We had issues with compiling asset at the end of production, which resulted in impacting the overall quality of the game.