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POSITION

Game Designer, Programmer, Level Designer

DESCRIPTION

Puzzle platformer focused on navigation and the management of resources. Players use projectiles to interact with objects and the environment.

YEAR

Spring 2023

GENRE

2D, Puzzle, Platformer

PLATFORM

Consoles & PC

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Overview

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Introduction

Honey Havoc is a puzzle platformer where the player takes control of a little bee, exploring a big hive! Players will utilize honey-based projectiles to make blocks tangible, halt moving platforms, and more! However, honey is in short supply and players must manage their supply while navigating 3 unique levels. 

Summary

Genre

Puzzle, Platformer

Setting

A massive beehive, that is run like an office building

Player Format

Single Player

Target Audience

All Ages, Casual Gamers, Platformer Fans

Objective

Navigate through multiple levels using honey-based projectiles to interact with the environment. 

Actions

Movement, Firing Projectiles, Managing Resources

Challenges

Puzzle Solving, Navigation 

Design Process

Step #1: Ideation

  • Starting with an Idea:

    • Whenever I begin a project, I start by identifying what I want the core mechanic to be!

    • Ideas can arise from anywhere, a chat with friends, a good movie, even a simple walk to the grocery store!

    • I always try to keep ideas simple, to keep scope in line.

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  • Exploration

    • Once I have picked an idea, I begin thinking about what possibilities could arise. How can the idea be fleshed out?

    • At this stage I will draw and make diagrams, research other pieces of media, or even experiment within a game engine.

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  • Solidify the Plans

    • Once I have explored the idea, the next step is to identify my User Experience Goals, Target Audience, and what Challenges the Project may Pose

    • In this phase I often chat with a variety of people to get their opinions on the project, and what they may expect for it.

      • I will make an effort to talk to Friends, Family, and Peers and gauge their interest in it.​

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  • Production Begins​

    • After my goals have been identified for the project, I dive in headfirst and begin working! Whether that be coding, writing, or creating design documents!

  • Starting with an Idea:

    • For Honey Havoc, development started with the idea of basing a game off the idea of using a glue gun to solve puzzles.

  • Exploration

    • With the idea of using a glue gun to solve puzzles. I began thinking about way the mechanics could be used.

    • ​I made an early diagram showcasing my initial idea for the game's mechanics. Which is shown below.​​

  • Solidify the Plans:

    • After making this diagram I sat down and really thought about the logistics of the project. 

    • The mechanics not only would be too complicated to code in a timely manner, but it could be slightly too complicated for the casual audience I had in mind.

    • For Honey Havoc, the User Experience Goal was to provide a casual puzzle solving experience. The Target Audience of the game was casual puzzle fans between the ages 8 - 15 years old.

    • In response to these concerns, I began simplifying the project's mechanic making it easier to implement.

  • Production Begins

    • With a refined vision in mind, I began my work on Honey Havoc. â€‹â€‹

Step #2: Iteration

  • Creating a Prototype:

    • Now that I have a strong direction for the project, I begin coding or developing an initial prototype.

    • Simple scripts are created, design documents are written, all in an effort to flesh the project out in preparation for an initial playtest.

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  • Initial Playtest

    • Once the prototype is in a playable state, I will invite folks to play the game and give feedback.

    • As players come and go, I usually keep a notebook to write down what players say and what I observe. 

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  • Implementing Feedback

    • With the results of the most recent playtest in mind I revisit the prototype and continue iterating, building upon what worked and analyzing what didn't. 

    • Each change builds upon the last, continuing to grow in preparation for the next phase of development.

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  • Continued Playtesting

    • With the prototype prepped and ready, another playtest begins. 

    • With each play tester, I continue to take notes. At this stage of development feedback is essential!

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At this point based on the feedback from the playtest and the completeness of the project I will either return to the Implementing Feedback or move on to the next phase.

  • Creating a Prototype:

    • Honey Havoc quickly took shape after forming a solid plan for the project. Video of the earliest prototype can be seen above.

    • Even in this early stage, many systems, mechanics, and level designs were in fantastic shape.

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  • Initial Playtest

    • The initial playtest went extremely well, with players immediately understanding the main gimmick!

    • However, there were still issues players brought up, like issues with the game's visuals and difficulty.

  • Implementing Feedback

    • Based on feedback given by players, I began tweaking the experience.

    • Ui was fixed, visuals were improved, bugs were fixed, but most importantly more levels were added after each playtest.

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  • Continued Playtesting

    • After a period of implementing changes, I returned to playtest once more, receiving valuable feedback each time.

Summary

Summary

Step #3: Plolishing

  • Refining Story, Art Style, and UI

    • With the gameplay nearing completion, it's time to truly refine and flesh out the world the game takes place in! 

    • Taking the gameplay into consideration, I try to find a narrative or world that can tie each element of the game together.

    • Once a clearer vision of the game's story world has solidified, I then implement those aspects into the game.

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  • Final Iteration

    • Once visuals and story have been implemented, I do a final round of iteration to make sure all game elements gel together well.

    • If another playtest is conducted then I would also itterate based on insights gained.

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  • Final Playtest

    • I always make sure to conduct one final playtest before any project's completion. To see if there is anything else that may need improvement or iteration.

    • Based on feedback I may preform another round of Final Iteration to ensure the game's quality.

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  • Completion of the Game

    • With the final playtesting and iteration complete, the project is done!

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  • Refining Story, Art Style, and UI

    • With Honey Havoc, I was fortunately able to develop the art & design of the game. What once was a game with a simple sphere as the protagonist quickly developed into a fascinating world with an adorable protagonist

    • Above multiple renditions of the player characters can be seen, showing the development process.

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  • Final Iteration

    • The games visuals fell into place quite nicely, and after some extra bits of animation the game was completed and ready for a final playtest.

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  • Final Playtest

    • For the game's final playtest, it went extremely well. The game was positively received, and most of the feedback recommended minor balancing adjustments and bug fixes.

  • Completion of the Game

    • With after some final adjustments to the game Honey Havoc was ready to ship!

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