Try and survive the oncoming attacks of the entity chasing you down in the forest! Watch out, the entity might be able to do more then meets the eye...
This was my first genuine experience with working for a client. And I have to say, it was pretty hard starting up. This was in part due to the fact that the clients wanted us to use a program that was still rather early in development. Along with that, it also seemed that the client wanted this to be more of an animation, rather than a game. Which meant we had two Game Designers and a developer in the team that had to find something to do.
Luckily, after having a good conversation with our teachers, we decided to begin working in Unity with the normal assets and plugins, instead of waiting for their programs to finish developing.
We ended up creating a chase scene with two sections. One where the camera faces the side of the car, and you have to press a to brake, and d to accelerate. And the other has the camera facing the front, where you then gain the ability to swap lanes using the same a and d buttons.
The goal of the game is to escape the monster that's chasing you, while dodging beams and eyeballs being launched your way.
For the work process, it started off with a lot of concepting. Each of our 5 groupmember made two concepts at the start. Which we then shared and iterated on.
After that, we shared them amongst each other once again, and iterated on our own concepts, as well as each others concepts again. The next time we shared concepts, we decided on two to show our client.
After having shared our concepts with the client, we came to realize our scope was way too big. So after dumbing it down to a much more concise product, we went with making a first build to playtest. And after that we used the feedback to finalise our concept.
For this project, I mentioned we had two designers in our team. This however, proofed to be too much for this animation project. What helped was that the other designer also happend to know a lot about developing, this left me some room to do something other than just designing.
Aside from (as you can see in the images to the right) the detailed designs I wrote out for the phases, I also took part in researching the target audience, constructing the game feel playtest and figuring out the gameplay loop.
To add to this, I did get some time to actually work on more than just Game Design during this project. Aside from research, I also dove deeper into the making of Sound Design, as well as Audio Design.
This means that I produced the sounds for certain situations, like creating an engine noise that actually accelerates when you drive faster, as well as creating a multi-faced main theme.