Crashtastrophy

My contribution:

Design Lead
in this project I was a design lead for the first time. It meant I was responsible for task dividing, maintaining the gdd and overall design decisions.
It thought me a lot about project management as well as communication. Through this experience I noticed that this role was not entirely fit for me (yet). I first needed to have more experience before I could take up this role again.

Contributing towards initial concept
Our initial concept was a fairly vague idea of a fast-paced dungeon crawler.It really needed something more, I brainstormed together with the team ensuring it became a more interesting game. Using the suggestions from our lecturers – getting shot into the level and ensuring speed is a big factor in the game – we further thought out the concept, giving the player a constant speed and making it all about bouncing through the levels.

Early concept

levels1_orig

Early concept with built-in smartphone controls

levels2_orig

Final stage of the game

crash3_2_orig

Kickstarter setup
in this project I helped setup the initial text and plans for a kick-starter page. I concepted the entire document and collaborated on the video as well.
I learned about how to sell your game to the masses and how to sell something solely through text.

Kickstarter text

kickstarter text

Kickstarter video

Free to play plan

f2p

Level Design
I designed a lot of simple ideas. First by drawing them on paper then making simple white-boxes using unity primitives. I then tested them myself or with friends. If they proved to be successful I populated the levels with art that was already available. The levels explored different ways to use the bouncing in combination with other mechanics, and creating them taught me a lot about really understanding the core mechanic of a game and building around that.

Part of level concept

level concept 1

Concept 2

level concept 2

Concept 3

concept 3