Build a sprawling city atop rock pillars to restore your people to their former greatness. But beware! Exploit resources at the risk of waking up the creatures living below your columns. One day or another, the monsters will climb up to silence your machines, so prepare your defenses!
Find the best balance between production and defense. Use the geometry of the shapes of your houses to create a maze in which your enemies will become lost.
Design the essential systems for a city builder game
Making diagrams to communicate these systems to the team
Create the level design and all the elements that impact it (building shapes / obstacles)
Define win/loss conditions and make sure that the difficulty level is set correctly
Participate in the polishing of the game by taking into consideration the playtests and producing solutions
Unity 3D
Visual Studio 2019
Google Docs / Sheet
GitKraken
Photoshop
The mix of genres and the particularity of the platform presented us with a significant challenge: merging the complexity of city builders with the accessibility required for mobile gaming. achieve this, we avoided unnecessary multiplication of resources and buildings. To prevent overwhelming the player with numerous parameters, I created various diagrams to assess if a feature deviated too far from our main loop.
I also paid particular attention to the "waiting time" curve found in city-builder, as we aimed for the game to progress only when actively played, unlike some where the city develops even when the player is not logged in. This necessitated numerous iterations and graphical representations using spreadsheets to strike a balance between research, defense, and construction.
In the end, we have a game reminiscent of Age of Empires, featuring different eras marking difficulty peaks, longer builds, and increased possibilities
On this project, I was also responsible for the level design and related elements. This involved establishing one of our fundamental mechanics: the building's blocking . Specifically, we aimed to introduce a challenge beyond the typical construction of walls. We proposed the fact that the buildings not producing anything would not be attacked by the monsters, they would pass between. Consequently, designing interesting shapes became crucial for players to construct effective mazes. After a selection with my colleague, I made the initial tests of villages on Photoshop to ensure the interest in our forms.
Regarding the design of the buildable area, I had to take into consideration the fact that it is a pillar and the performance of the phone that would limit its size. It took many iterations and tests with this method on Photoshop to finalize an interesting pillar supported by the phone.
Félix Courtemanche
Ulric Debaert
Eliott Chauchard
Louis Accard
Victor Aufrere
Léana Bouillet
Yasmine Meziane
Antoine Stromboni