Game Development - TBG Slot System

Slots-Dragon

Project Overview

Client: TBG Computer System
Project URL: N/A
Platform: Web and Browser
Release Date: 10-20-2017
Skill Focus: Web design, UI/UX, Gameplay Design, 2D Animations,
Tools Used: Unity, Illustrator, Photoshop, SVG, 
Details:

This game system also know as the Aries sweepstakes system was created to be used in varies locations around the USA. This system included 15 different individual slot games per system.

Project Accomplishments

I was the lead of a 4 person team that created the product from start to finish. I was involved in every step of the way. I also had a large hand in creating the game mechanic ideas and main functions. My largest role was creating and managing all visual aspects of this system.

The Design Difference

The full process of creating a new product from start to finish is a long one. Taking many steps and stages with a lot of bug fixing along the way, but as a professional I always follow best practices. When working on new or already existing products. You can see from the steps below all the parts of this project I was involved with.

Read On for More Detail

Read on if you’d like additional details on this project:

  • See highlights from project updates.
  • See more detail about my development process, with case studies.
  • See task list and overview

Warning: text. Lots of it.

Project Overview

Major Project Details

This project was an original design from the ground up. With the team we created everything; art, animations, client code, server code, website configuration, and additional product setup.

Title Information 1

Resource page

The Spider Splicer is an AI type introduced in Neptune’s Bounty, and I wanted that introduction to be memorable. I used a mix of scripted narrative moments and a lightly scripted first-encounter to achieve this.

Title Information 2

Resource page

The Spider Splicer is an AI type introduced in Neptune’s Bounty, and I wanted that introduction to be memorable. I used a mix of scripted narrative moments and a lightly scripted first-encounter to achieve this.

Major Development Details

I worked with the team to create as many unique and stunning features as possible.

Bogo Rush-Database
Bogo Rush-Database
Bogo Rush-Database

Main Overview Title 1

When I first joined the project the Boston team had just completed work on their first vertical slice gameplay demo. This was a single level aimed to be representative of the overall play experience. All core systems were represented and functioning in at least prototype form including combat, the AI ecology, quest structure, player abilities, and so on. The demo was strong but some of the more ethereal aspects such as tone and moment-to-moment pacing weren’t quite coming together.

I wanted to make something closer to the final intended play experience, and I wanted to achieve this goal with minimal need for new work and in as short a time as possible. So I took the existing vertical slice and reconfigured it:

  • I sliced the space up into chunks and reconfigured them into a new layout that followed the hub-and-spoke paradigm that the Shock series is known for.
  • I created new scripted moments that fit the tone of the game such as jump scares and Splicers going about their business (searching for Adam, etc).
  • I created new examples of visual storytelling.
  • I created gameplay moments that married existing gameplay features (such as turrets) with smart level design (such as a traversal puzzle that involved bypassing a flamethrower turret protected by a mesh wall).
  • I placed loot in interesting ways that encouraged exploration and married them to instances of visual storytelling.
  • I reconfigured the quest structure and created more instances of player-driven secondary goals and rewards for exploration (such as tracking down Plasmids or caches of Adam).

My remixed vertical slice served as a rallying point for the level design team and a great example of what the Boston team wanted the game to be. Shortly after making this reworked vertical slice I flew to Boston to work in-house at Irrational Boston for the remainder of the project.

Main Overview Title 2

When I first joined the project the Boston team had just completed work on their first vertical slice gameplay demo. This was a single level aimed to be representative of the overall play experience. All core systems were represented and functioning in at least prototype form including combat, the AI ecology, quest structure, player abilities, and so on. The demo was strong but some of the more ethereal aspects such as tone and moment-to-moment pacing weren’t quite coming together.

I wanted to make something closer to the final intended play experience, and I wanted to achieve this goal with minimal need for new work and in as short a time as possible. So I took the existing vertical slice and reconfigured it:

  • I sliced the space up into chunks and reconfigured them into a new layout that followed the hub-and-spoke paradigm that the Shock series is known for.
  • I created new scripted moments that fit the tone of the game such as jump scares and Splicers going about their business (searching for Adam, etc).
  • I created new examples of visual storytelling.
  • I created gameplay moments that married existing gameplay features (such as turrets) with smart level design (such as a traversal puzzle that involved bypassing a flamethrower turret protected by a mesh wall).
  • I placed loot in interesting ways that encouraged exploration and married them to instances of visual storytelling.
  • I reconfigured the quest structure and created more instances of player-driven secondary goals and rewards for exploration (such as tracking down Plasmids or caches of Adam).

My remixed vertical slice served as a rallying point for the level design team and a great example of what the Boston team wanted the game to be. Shortly after making this reworked vertical slice I flew to Boston to work in-house at Irrational Boston for the remainder of the project.