logo2

Fling, Hurl and Launch Monsters off the screen in this small Touch-based Game.

Stretch and release the tightrope to create a variety of waves to defeat the incoming monsters that attack your castle in an 80’s inspired wave trip.

logo2

Fling, Hurl and Launch Monsters off the screen in this small Touch-based Game.

Stretch and release the tightrope to create a variety of waves to defeat the incoming monsters that attack your castle in an 80’s inspired wave trip.

logo2

Fling, Hurl and Launch Monsters off the screen in this small Touch-based Game.

Stretch and release the tightrope to create a variety of waves to defeat the incoming monsters that attack your castle in an 80’s inspired wave trip.

Arrow_Running802

ROLE

Gameplay designer /
Animator / QA

DATE

January 2017

PLATFORM

Mobile / Tablet

SOFTWARE

Unity / Maya /
Photoshop

Arrow_Running802

ROLE

Gameplay designer /
Animator / QA

DATE

January 2017

PLATFORM

Mobile / Tablet

SOFTWARE

Unity / Maya /
Photoshop

Arrow_Running802

ROLE

Gameplay designer /
Animator / QA

DATE

January 2017

PLATFORM

Mobile / Tablet

SOFTWARE

Unity / Maya /
Photoshop

ttp_01ProjectOverview

Running in the 80’s is a small proof-of-concept game designed for tablets and mobile phones.
This game was produced during a game jam that lasted 2 days with “waves” as its central theme.

The goal of the game is to prevent a group of monsters from entering your castle.
These monsters appear from the right side of the screen and try to enter the castle on the left.
Each monster moves across the rope differently and will attack the castle if they reach it, reducing your total life points.
The player uses their fingers to stretch the rope and release it to create waves that fling the monsters off the screen.

Your objective is to defend the castle for as long as possible and earn a high-score based on the number of enemies flung off-screen.
The game ends when you’ve lost all of your life points.

Running in the 80’s is a small proof-of-concept game designed for tablets and mobile phones.
This game was produced during a game jam that lasted 2 days with “waves” as its central theme.

The goal of the game is to prevent a group of monsters from entering your castle.
These monsters appear from the right side of the screen and try to enter the castle on the left.
Each monster moves across the rope differently and will attack the castle if they reach it, reducing your total life points.
The player uses their fingers to stretch the rope and release it to create waves that fling the monsters off the screen.

Your objective is to defend the castle for as long as possible and earn a high-score based on the number of enemies flung off-screen.
The game ends when you’ve lost all of your life points.

Running in the 80's has a style reminiscent of the old-school 80's sci-fi style mixed with a little heavy metal influence in the background and it's characters.
ttl_02Development

On Running in the 80’s, I was a Gameplay Designer.
The duration of the game jam was 3 days with a team of 6 members.

My duties included:

  • Designing the general gameplay, related to waves and touch-based input
  • Quality assurance and playtesting
  • Producing simple 3D backdrop models for the clouds and mountains.
  • Animate the 2D monster designs
  • Made a small teaser trailer for use during the Game Jam

This game jam taught me to be more sufficient and effective with my time and workload while working with a strict deadline.
It was important to focus on producing the essential assets first and to be effective in designing the core of what makes an idea simple and fun to play.

Our focus was to implement the simple joy of flinging a rope and make it feel extra satisfying to use by inserting amusing visuals.
We made releasing the stretched-out rope create different wave patterns that could hit enemies in different ways to make for a fun way to fling and smack the enemies across the screen in different ways.
The enemies and the aesthetic of the game were made with an 80’s synth wave visual style because we believed it would help ease the player in and let them “zone out” while goofing off.

On Running in the 80’s, I was a Gameplay Designer.
The duration of the game jam was 3 days with a team of 6 members.

My duties included:

  • Designing the general gameplay, related to waves and touch-based input
  • Quality assurance and playtesting
  • Producing simple 3D backdrop models for the clouds and mountains.
  • Animate the 2D monster designs
  • Made a small teaser trailer for use during the Game Jam

This game jam taught me to be more sufficient and effective with my time and workload while working with a strict deadline.
It was important to focus on producing the essential assets first and to be effective in designing the core of what makes an idea simple and fun to play.

Our focus was to implement the simple joy of flinging a rope and make it feel extra satisfying to use by inserting amusing visuals.
We made releasing the stretched-out rope create different wave patterns that could hit enemies in different ways to make for a fun way to fling and smack the enemies across the screen in different ways.
The enemies and the aesthetic of the game were made with an 80’s synth wave visual style because we believed it would help ease the player in and let them “zone out” while goofing off.

There are three types of enemies that try to cross the rope to enter the castle. Each of these enemies need a different wave structure to throw them off their balance
ttl_03Media
ttl_movie
ttl_contents

Click on the pictures to read a description.
Each picture has a fun piece of information that explains more about the visuals and gameplay of this project.

ttl_movie
ttl_contents

Click on the pictures to read a description.
Each picture has a fun piece of information that explains more about the visuals and gameplay of this project.

ttl_movie
ttl_contents

Click on the pictures to read a description.
Each picture has a fun piece of information that explains more about the visuals and gameplay of this project.