SNOUK DESIGN NOTES BLOG
An open space where I could keep on experimenting on game design.
I also consider this to be my unprofessional space where I could just be my weird and silly self.
Be sure to check it out to get to know about my side projects & ventures!
PROJECT DESCRIPTION
MY RESPONSIBILITIES
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High-level concept and feature planning.
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Designing player, enemy, and ingredient mechanics.
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Sound design for all elements available in-game.
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Market research responsible to attract the intended target audience.
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Cover marketing information such as - trailers, teasers, posters, media, etc.
WHAT MAKES THE PROJECT UNIQUE?
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Simple for anyone to pick up and play.
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Polished around the intended target audience.
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Marketed to be an upcoming mobile release.
GAME SCREENSHOTS
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
TEAM MEMBERS
DURATION
CALENDER
Game Design and Sound Design
Casual, Kids
2D, Side-scroller
Singleplayer
Unity 2D
Mobile / Tablet
6
6 Months
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 is a 'semester project' at our university and is mainly focused on kids around the age of 6-11.
The players while controlling the magical leaf have to save small insects from various locations, and have to safely fly them back to their home by dodging various obstacles.
MY EXPERIENCE
DEPENDENCIES
Gameplay Design
Ingredient Design
Enemy Design
Sound Design
Marketing
TOOLS
Word
Excel
Unity
PowerPoint
Photoshop
After Affects
Premiere
Audacity
FL Studio
Perforce
Completing the pre-production game design phase (which covered the core loop, player mechanics, ingredients, and enemy mechanics), we divided ourselves into different groups to better polish the game for its final showcase.
Over the course of development (besides game design):
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I created over 150+ SFX files and 3+ Background scores for the final playable version of the game.
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I created a marketing plan targeting anyone to everyone in and around our campus, which was executed in the form of trailers, posters, and teasers.
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We did many focus tests on our specific niche of target audience to better polish the game.
TEASER
TRAILER
But I feel like we all could have done a better job - if we didn't divide ourselves without thinking of a re-emerging point. As when the time came to compile the project, we left out many assets from the final prototype. Then again, even with our mistakes, I think we delivered a fine prototype which otherwise could have been an even better one.
PERSONAL COMMENTS
WHAT WENT RIGHT?
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It was enlightening to learn about the different intricacies involved in sound design and its impact on gameplay.
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The target audience intended seemed to be an instant hit from individual playtests conducted.
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The prototype was highly polished.
WHAT TO IMPROVE?
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It was a relatively short prototype for the development time allotted.
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The work distribution took a hit because of members dropping out of production.
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The art pipeline was ill-planned leading to unintended environment art.
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We had issues with compiling assets at the end of production, which resulted in impacting the overall quality of the game.