Semester project, team size of 5. Project was a collaboration with the Firefighting department of Dortmund.
Role: Game designer
Focus: System design
Engine: Unity
Development time: mar. 2025 - july 2025
Link to page: https://copicatscorner.itch.io/fire-flight
FireFlight was developed in collaboration with the Firefighting department team of Dortmund, with the goal of introducing people to firefighting drones. The game will be exhibited in trade fairs focused towards firefighters, so most of the target audience would be non-gamers. This created a unique target audience that we had to keep in mind while designing the game.
Fire Flight is a single player strategy game where the players control a firefighting drone. Their goal is to spot and report emergencies as they appear in the city, resulting in the firefighting units being sent out to take care of it The game is played in a first person perspective, simulating the drone's camera.
The game takes a ludic approach to serious topic of emergencies guided by real fire fighters. The game play consists of 5 minute rounds, optimized for exhibitions.
Core mechanics and game flow
As all projects are group work, the general vision was done together with the group. The details and in depth mechanics were done by me and the other designer. We split the workload and I focused on designing the main systems in the game.
Emergencies and Reporting System
Emergencies are the events that appear randomly throughout the city. I designed how the drone interacts with them.
The emergencies were designed around the drone's strongest suit, spotting things from the sky. Players must locate injured citizens around the town and fire breakouts. We also implemented a thermal camera, a real life technology that helps firefighters spot people and fires.
As the players spot the emergencies, they must decide what type of emergency it is, a small or big fire for example, to then report it by selecting the correct hotkey and then giving them a destination.
Scoring and Difficulty System
To keep the game's difficulty dynamic, I designed a system in which the amount of emergencies spawned depends on the player's current score. This was important as we wanted to keep the players engaged and not overwhelm them with a game too hard, not bore them with a game too easy.
The graph shows the in-engine difficulty curve. Adjusted multiple time over multiple play tests.
Managing Feedback and Balancing
To keep the systems on point, I was also responsible to conduct weekly play tests and collect feedback to improve the game. I organized all the information to share it with the team more smoothly, as not all information was relevant for everyone. Following is a small section of the entire feedback sheet.
This allowed me to keep balancing the game and adjusting the game's systems every time we changed or implemented new features, as well as keeping the audience's input in mind.