Power of Goo

DEVELOPMENT INFO: RESPONSIBILITIES:
Engine: Godot
Genre: Metroidvania
Dev. Time: 10 Weeks
Team Size: 6
  • Team Lead
  • Lead Game Designer
  • Vision Keeper
  • Producer
  • Music & SFX
  • Download Power of Goo

    Overview

    Power of Goo is a 2D Pixel Art Platformer / Metroidvania in which the player progresses through various levels, facing different obstacles, be it environmental or a hazardous enemy. The player will obtain new abilities throughout the playthrough which they will need to access new areas.

    Design Goals

    • Create a fun and challenging gameplay experiences, with a rewarding learning and progress curve
    • Demonstrate skills in Game and UI Design
    • Create a fun and understandable UI to navigate

    Game & UI Design

    • Create and keep the Game Vision.
    • Cesign and balance Player Movement and Abilities.
    • Combat and Enemy design.
    • Design and implement UI.
    • Design Narrative and Tutorial.

    Music & SFX

    • Research, create and mix SFX.
    • Research and mix Music.
    • Implement Music and SFX.

    Producing

    • Create and update Backlog.
    • Create and update Asset List.

    Vision

    The vision behind Power of Goo was to create a classic hero's journey set in a standard fantasy world.
    I wanted to present it as a fairy tale in which the roles of humans and slimes are swapped. The idea behind it was to evoke a nostalgic feeling for the player, while showing that even the supposedly weakest in a fantasy world may be the strongest in the end.

    Player Character: Goo

    To enhance the feeling of being an underdog, the appearance of Goo is kept generic and simple. As the rest of the world and characters are striking, it allows the player to better identify with Goo.

    Combat:

    The attack in Power of Goo is a "Double-Stike-Combat", as a refrence I used Bubble Bobbles "Attack-System".
    Containing Slime-Spit, which stuns enemies and Slime-Punch to defeat them afterwards. To regain helth the player gathers Cranberries from enemies, which they can use to heal up.

  • Slime-Spit:
  • It contains a trajectory to it, which makes it more challenging to hit an enemy on a longer distance, but keeps it easier on a short distance. As a hit indicator, a yellow circle extends from the enemy, yellow particles drops from them and they start nodding back and forth. The Spit contains a cooldown, to prevent the player from spaming

  • Slime-Punch:
  • It flies in a straight line for a certain range. After the punch exceeds to it's full lenght, it stays extended and enables gravity and player movement for a short amount, to empore the punch even more. As a hit indicator the enemie despawns and grey particle fly in the opposite direction of the punch.

    Drill Y-42

    DEVELOPMENT INFO: RESPONSIBILITIES:
    Engine: Unity
    Genre: Endless Runner
    Dev. Time: 10 Weeks
    Team Size: 9
  • Level Design
  • Lighting
  • Download Drill Y-42


    In this steampunk themed endless runner, you explore a long forgotten mine and pierce your way deeper through the tunnels with a gigantic drill machine. Explore a long forgotten mine and pierce your way deeper through the tunnels with a gigantic drill.

    But beware: the tunnel is collapsing behind you!

    Gather resources, craft upgrades and keep your drill running before you get buried. Oh, say howdy to old George Crocker if you meet him!

    Design Goals

    • Create a fun, but difficult level to navigate.
    • Tell a story threw the environment.
    • Create a claustrophobic and dark feeling.
    • Demonstrate skills in Level Design and Lighting.

    Level Design and Lighting

    • Desing and blockout level segments
    • Design and balance the Level Generation of side tunnels.
    • Create and update Assetlist
    • design, implent and polish lighting

    Level Design

    Drill Y-42 uses a Level-Generation-System, which sticks handcrafted level segments together and creates new caves formations each generation.

    Research:

    It started with researching for the atmospheric feel and look of our level, for which I mainly took deep rock galactic and videos of cave explorer as refrence material. Afterwards I created a moodboard to visualize my level vision.
    In advance of creating a Level Desgin for a Generation System, I researched tips and tricks, but also mistakes and best practices.

    Design Process:

    After clarifying the level and game vision, I created a level map and blockout for a potential level segment. This helped to further visualize the level vision and served as a templet for our Generation System. During my design process I worked closely with one of our engineer, which exclusivly worked on the Generation System. This made an efficient and secure workflow possible and allowed me to create design rules and parameter for the generation system more easily.

    In Engine:

    As for the in engine part, I was responsible to create the level segments and include them into the Generation System. To create these segement, I used Probuilds an Unity intern blockout tool. I dressed each segment with our asset, placed and polished light and include them also in our Generation System, so each tunnel differs. To prevent errors and adjust the generation parameter, I playtested our game regularly and reported issues or suggestions.

    Cozy Tales

    DEVELOPMENT INFO: RESPONSIBILITIES:
    Engine: Unreal Engine
    Genre: Cozy Game
    Dev. Time: 10 Weeks
    Team Size: 10
  • Level Design
  • Game Design
  • Team Lead
  • Vision Keeper
  • Download Cozy Tales


    Step into Akai’s world of calm exploration, discovering a cozy gaming adventure!

    Cozy Tales is more than just a game!
    It's a comforting escape into a serene and charming world. Here, players are invited to immerse themselves in a peaceful adventure, turning maps into stories and guiding future adventurers.

    Design Goals

    • Create a new
    • Tell a story threw the environment.
    • Create a claustrophobic and dark feeling.
    • Demonstrate skills in Level Design.

    Game and System Design

    • Create Game Design Document
    • Map-Marking-System
    • Movement Design
    • Quest System Design

    Level Design

    • Create Level Design Document
    • Environmental Storytelling
    • PCG (Procedural Content Generation)
    • Create and update Assetlist

    Level Design

    Procedural Content Generation*

    To optimize and fasten the level creation, I create a PCG*-Graph.
    Through this PCG*-Graph I was able to spawn a forest full of trees, rocks, bushes, and flowers. Through parameter in it I was being able to change density, rotation, height and generation rate of the objects.
    I also included the possibility to cut into the graph, which gave me the possibility to easily create streets, trails, glades, rivers and lakes, without other object colliding.

    Map Layout

    I started researching for potential map refrences, how villages were structured in medival time or are structured in fantasy and possible Point of Interests. I created at the same time a map overview.

    Heresy Cave:

    To create the location for the “Heresy” quest, I gathered all the given information from it’s document, talked to the designer about suggestions and unawnserd questions.
    Then I researched refrences for the location and wrote down a small story, in which I kept our core mechanic in mind. Afterwards I created the location in engine and dressed it interrior and surrounding to make it look unique

    Contact

    I'd be happy to hear from you!Slimy Hood

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