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Wanderfall

Gameplay Designer

- 8 months -

September 2017 to April 2018

Playable by visiting itch.io here

Challenge:

Working on a game with a group of 7, for a duration of 8 months. Encompassing every facet of what we learned during my time at Sheridan. Communicating with the team, designing for a public audience, developing for the PC platform to release on itchio.

Task Breakdown:

My Role

I designed and programmed (in C#) player abilities such as movement, jumping, dashing, wall riding, and ground boosting. Also worked on implementing assets into the Unity engine creating prefabs for other designers to have ease when populating the game world.

Physics & Custom Gravity

Working in a 3D environment, the player controller is manipulated by forces and relies on Unity's physics engine. Gravity however was hard coded to get past the floaty feeling normal Unity physics provides.

Finite State Machine

I setup the player controller as a state machine so that it would be easier to effect specific values such as speed and gravity depending on the characters current state. All the values for each state were programmed into a public scriptable object so that other designers on the team could test new values as well.

Designing Mechanics

My main responsibility was developing the player controller. My team and I collaborated on the overall feel for the controller, creating something I couldn't have on my own.

I documented the Game Mechanics section of Wanderfall's GDD. Adding our initial ideas and changing them in accordance to player feedback, mechanic balancing, and cuts do to scoping down.

Outcome:

Public Showcase

The project was completed and showcased at multiple public events including Hamilton's Game Dev Drinks, Oakville Public Library's gaming expo, EGLX at the Toronto International Center, and LevelUp at Toronto's Design Exchange. Most recently we showcased at Microsoft's Square One Store, where we met other developers and streamers interested in our game. The audience seemed to enjoy the experience with positive comments and genuine interest in where the game will go in the future.

Teamwork

Not only was the game praised, I also gained a lot of knowledge working on a project for a long time with a team I grew very fond of. Working in sprints, we set goals on a bi weekly schedule with milestones to hit before we exhibited.

Showing to the Public

 

Sheridan provided an amazing opportunity to showcase our game at local events and to industry guests. We also had the opportunity to playtest Wanderfall at Ubisoft Toronto. All of which gave fantastic feedback, helping transform our game into what it is today.

Achieving The Goal

Playtesting early builds of the game provided a lot of constructive criticism towards the player controller I was working on. Our design challenge was to make a fluid movement hover board that simulated what we thought a hover board would move like, but still keeping it reliable enough to make platform jumps. Through multiple iterations, the player controller is at a point where it has achieved that goal. The majority of players gave positive feedback to the fluid movement of the player and the intuitive controls.

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