Title: Tap Oceans Reef Rescue
Genre: Casual | Idle Game | Simulator
Studio: Superheart Inc
Team Size: 8
Engine: Unity
Timeframe: Ongoing
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Dive into the virtual ocean of Tap Oceans Reef Life, grow and care for marine creatures from colorful tropical fish to predatory sharks and massive whales.
My Roles & Contribution
Design Process
One of the main things I focused on was emphasizing the core loop of collecting, feeding, and breeding. I did that by creating rewards that rewarded the use of using the core mechanics as well as balanced the numbers to allow for more consistent usage of said core mechanics.
focused on overall balance of the game in regards to gameplay, core mechanics, player retention and engagement, and new features, feedback loops​
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Considering htis is a startup, we had to wear multiple hats. I helped out in coding some features, refactoring some code, and designing with FTUE as well as overall gameplay, mechanics and systems. I also helped out with missions and rewards and a new feature for the game.
Gameplay & Level Design
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Designed, developed and implemented new features, revisions to the core loop and UI changes.
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Added clarity to different features of the game including shop menu and main game by collaborating with Art Director
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Designed and refined mission system
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Adjusted progression and economy systems in game
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Compiled and revised existing code to create intended functionality for new designs
My Contributions
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Things I did
Coded and designed, systems design, balancing, missions design, core mechanics, ftue
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Missions Design
• Designed the narrative flow and wrote the game's script.
• Wrote background lore for characters and environments.
• Designed in-game dialogues and events
• Integrated these seamlessly into the gameplay flow.
Collaborations:
• Worked with level designers to modify level layouts where needed for better narrative flow integration.
• Collaborated with project lead to create the games story and characters.
• Worked with and instructing an associate narrative designer to create narrative content, in writing in-game dialogue, and modifying narrative flow to accommodate changing project needs.
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Gameplay Design
• Designed horror encounters and mechanics
• Designing interactive visual cues to improve player clarity
• Creating design documentation.
Collaborations:
• Worked with lead designer on the main antagonist's interactions and behavior towards player.
• Worked with designers on making levels that would immerse the player while highlighting gameplay objectives.
• Worked with other designers and developers to meld the narrative and gameplay elements together into one cohesive experience.
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How I Designed the Horror Encounters & Game Mechanics
Horror Encounters: "Curiosity Killed the Cat"
Whilst designing Reflection's mechanics, I set out to provide a horror experience that relied less on stereotypes and tropes common to the genre, but instead had moments of fright that were more interactive. A lot of players often complain about cheap jump scares, so I aimed to create horror encounters that would be triggered by the players own curiosity and telegraphed to them before walking into it. This would lead observant players to feel clever when detecting something is going to happen, or create true "gotchya" moments as their expectations are subverted.
Below are two examples of horror encounters I designed for Reflection. On the left is a scare where the player observes blood dripping from the ceiling, if the player looks to the ceiling to the source of blood there will be a creature waiting to pounce on them as soon as they make eye contact. On the right is an encounter where the player needs to enter a room, the door to this room has a small window and it appears as if a doctor is looking through it. The player will open the door thinking to meet a living NPC, only to see the head of one hanging on a meat hook…
Progression Without Loss of Immersion
Reflection progresses mostly linearly with a number of short optional paths and narrative reinforced guidance meant to flesh out the games world and help it feel real.
For example: Throughout the escape journey police officer Jon Oz (the player character), is guided by his partner Melissa through a walkie
talkie.
I especially designed this feature to reinforce immersion by using narrative elements to guide the player instead of generic prompts, this is supported by visual cues and designs with strong clarity. It is important that players find their way without breaking immersion.
Puzzles, Parkour & Shapeshifting Rooms
I worked on the parkour & changing room mechanics which intended to keep the game immersive, quick-paced, and fresh. These mechanics were specially implemented to stand out from other horror games.
I was a part of the collaborative design process of levels, parkour elements, and the puzzles. My objective was making immersive puzzles that relate to the environment and the narrative elements.
One of Reflection's important and unique selling points I played an important role in designing is its shapeshifting rooms. Certain areas will change its shape and become harder to traverse while being explored. This adds a dynamic element to support my goal of wanting the player to seldom feel safe in the environment they are in, amplifying tension.
Level Design & Documentation
Part of the design documentation I worked on while collaborating with level designers, there are a few different graphical breakdowns of the "3rd Floor" level here. Our iterative design process of drawing out the level and developing it and moving it to the digital realm can be observed. In a brainstorming session we created a system in which rooms are numbered and named allowing us to more concisely communicate about individual areas of the level. This greatly streamlined our creation process as well as helping me in creating the narrative side of things.
Level Design Documentation Excerpt (Blurred for NDA Reasons)
Designing The Main Antagonist: The Parasite
The Parasite is a major source of conflict and challenge for the player being the primary antagonist, designed to be a formidable and menacing presence in the game hunting the player.
As part of the team my contributions to the Parasite's design were primarily writing its personality and background, then translating that into gameplay mechanics and behavior fitting its narrative counterparts.
I collaboratively designed its encounters with the player while being in charge of what the Parasite says and does during them, I aimed to create a tense, varied, and engaging gameplay experience.
To achieve this I designed Parasite's behavior akin to a hunter toying with its prey. This creates uncertainty and tension for the player as there is a level of unpredictability to the Parasite, as being caught by it won't always result in the players death.
The Parasite's Evolution of Design
The Parasite, initially conceived as a twisted version of the player character, evolved into a more eldritch design to adapt and refine the character's concept to better fit the games overall vision and mechanics.
For example: One challenge that I faced was the needing more interaction between the player and antagonist as well as the antagonists unity with the environment.
Developing it into its final eldritch form associated with trees and roots allowed us to add more gameplay opportunities and immerse the player more utilizing the roots and vegetation in the world and obstacles.
Final tree-like design of the Parasite & shot of the overgrown game environment
The Parasite in its own realm
First Versions of Parasite Concept Art
Priorities while designing the Parasite:
1. Hunter toying with prey: The Parasite needs to let the player have some freedom but still assert its dominance in encounters, and laugh at the player when separated.
2. Unity with the environment: Fostering a strong connection with the world, the player needs to feel like they are an outsider in the Parasite's turf.
3. Conflict & challenge: The Parasite must prevent and sabotage the player while they try to fulfill their objective, conflicts need to be caused by the Parasite.
4. Formidable and menacing presence: The Parasite must be fear inducing to the player, both aesthetically and in terms of being seemingly undefeatable.
Tradeoffs and gameplay counterparts:
1. Tension and uncertainty in the player, building up the Parasite as a threat and immersing the player.
2. Reinforces player feeling threatened and intimidated by the Parasite, this was turned into a priority especially to enrich gameplay resulting in aesthetic changes in the parasite having us need to sacrifice a bit of its physical similarities to the player.
3. The player has a number of hostile encounters with the Parasite and many of the obstacles are extensions of the Parasite's meddling with the environment.
4. The player is unable to physically overpower the Parasite, at most they can hurt it to distract it for an escape. The Parasite is always an intimidating presence and remains so until its weakness is discovered.
How I Designed The Narrative Flow, Dialogue, and Lore
Being in charge of the narrative, Reflection's script, story, and opening cinematic were written by me as well as background lore. I worked closely with my team to ensure consistency, scope, quality content, and we met our established goals.
To the right are two snippets from the opening cinematic. I had 3 goals in while writing this intro;
1. Provide context and information about the story.
2. Provide this while leaving room for curiosity and intrigue, so establishing a hook.
3. To tense and creep the player out about what is to come, ending forebodingly.