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Swingggggg

In this study of core game feature prototyping, I worked with another designer to conceive and design a simple prototype intended to showcase the functionality and potential of a single game mechanic.

 

In our case, this was the "gravity pendulum," a system which allowed the player to move around the map not directly through their own inputs, but by manipulating the gravity of the space around them and taking advantage of the dynamic physics interactions that resulted from it.

2022-2023

Game Design
Feature Prototyping

Developed with:

Haocheng Liu

Sanketh Bhat

Masato Lin

While working as a game and sound designer on Swingggggg, I gained useful experience in the process of creating and refining a core feature prototype, and saw firsthand on the many ways such a prototype can be used to pitch a game concept to outsiders, communicate design ideas with other team members, and to inspire and guide future decisions and developments for a project.

Plan1.png

Feature Brainstorming

We began work with an initial brainstorming session to find a single core mechanic that we wanted to explore in our prototype. The idea we came up with in this session was two circles tied together by a rope physics object, that the player could "stick" and "unstick" to swing themselves around the level.

After experimenting with our initial "rope prototype", we made several changes to improve game feel and make the central mechanic more intuitive.

Gamefeel.gif

Prototype Iteration

We found players sometimes having difficulty keeping track of the two spheres changing positions and orientation during gameplay. To solve this, we gave the player single anchor point to focus on and instead made the other side of the pendulum into a heavier "weight" that could be used to build momentum. 

We also found the mechanics around the rope physics to be somewhat unintuitive and unsatisfying. This led us to transition to a straight, solid rod between the spheres to allow for more predictable physics interactions.

Tutorial Design.png

Pitching and Polishing 

Using our initial prototype, we showcased our central mechanic and pitched an expanded version of the game to other developers. With additional team members specializing in the programming and artistic production of the game, we undertook the task of transitioning our basic prototype to a finished, playable game with level progression and a tutorial.

Mechanically, we added several new features that made gameplay more dynamic, such as bouncing projectiles to target, explosive obstacles to avoid, and a timed combo system that encouraged players to string together actions and optimize their movement around the levels.

Final Product

The final version of the game, which we presented at the University of Southern California's Games Expo, took the form of a procedural "arcade-style" game where the player raced to clear or survive randomly generated levels as efficiently as possible in a vibrant, neon setting. We added new sound effects, animations, and screen-shake effects to make the game feel as "juicy" and satisfying to play as possible.

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