
I facilitated the primary design discussion the team had after the theme was announced. I had the team individually come up with ideas to get a range of diverse ideas. After the team had enough time to iterate alone the team came together and spent a lot of time discussing and evaluating different ideas. I made sure that we landed upon an idea we were all happy about by doing a few rounds of voting to get a good sense of what designs the team was most interested in. After landing on an idea, I begin to design a proposal for the main stretching mechanic of the game. The mechanic needed to be something we could make quickly and test because it was the main mechanic of the game. We landed upon this idea where the car would be scaled by using the mouse scroll wheel, which would effect the handling and speed based off of the shape. The mechanic was iterated upon to ensure player had a lot of control over the size and could change it rapidly to their desired size.

The stretching/squashing mechanic was pivotal due to it's relation to the theme. To make the most of this mechanic, it was used in more ways then just using the size to go through spaces that they originally could not. To create a dynamic mechanic that was always being used, stretching the car would effect the speed and handling. Making the car wide would slow the car down but grant good handling so the car could make very tight turns quickly. When the car is skinny it can go fast and go through small gaps however it had weak handling making it so the player would have to aim where they would want to go with a wide car then make it skinny to go fast.

The abilities were originally the main mechanic but got changed to abilities as they only felt useful in specific scenarios. There are two abilities, an extender which will raise the car which allows it go over cars and move AI cars out of the way. The shrink ability can be used to help get under cars and other short passageways.
While the abilities did work, they did not fulfill the intention where the players would be quickly swapping between modes which is why they ended up as abilities and a new mechanic was made.
See Other Work

I facilitated the primary design discussion the team had after the theme was announced. I had the team individually come up with ideas to get a range of diverse ideas. After the team had enough time to iterate alone the team came together and spent a lot of time discussing and evaluating different ideas. I made sure that we landed upon an idea we were all happy about by doing a few rounds of voting to get a good sense of what designs the team was most interested in. After landing on an idea, I begin to design a proposal for the main stretching mechanic of the game. The mechanic needed to be something we could make quickly and test because it was the main mechanic of the game. We landed upon this idea where the car would be scaled by using the mouse scroll wheel, which would effect the handling and speed based off of the shape. The mechanic was iterated upon to ensure player had a lot of control over the size and could change it rapidly to their desired size.

The stretching/squashing mechanic was pivotal due to it's relation to the theme. To make the most of this mechanic, it was used in more ways then just using the size to go through spaces that they originally could not. To create a dynamic mechanic that was always being used, stretching the car would effect the speed and handling. Making the car wide would slow the car down but grant good handling so the car could make very tight turns quickly. When the car is skinny it can go fast and go through small gaps however it had weak handling making it so the player would have to aim where they would want to go with a wide car then make it skinny to go fast.

The abilities were originally the main mechanic but got changed to abilities as they only felt useful in specific scenarios. There are two abilities, an extender which will raise the car which allows it go over cars and move AI cars out of the way. The shrink ability can be used to help get under cars and other short passageways.
While the abilities did work, they did not fulfill the intention where the players would be quickly swapping between modes which is why they ended up as abilities and a new mechanic was made.
See Other Work

I facilitated the primary design discussion the team had after the theme was announced. I had the team individually come up with ideas to get a range of diverse ideas. After the team had enough time to iterate alone the team came together and spent a lot of time discussing and evaluating different ideas. I made sure that we landed upon an idea we were all happy about by doing a few rounds of voting to get a good sense of what designs the team was most interested in. After landing on an idea, I begin to design a proposal for the main stretching mechanic of the game. The mechanic needed to be something we could make quickly and test because it was the main mechanic of the game. We landed upon this idea where the car would be scaled by using the mouse scroll wheel, which would effect the handling and speed based off of the shape. The mechanic was iterated upon to ensure player had a lot of control over the size and could change it rapidly to their desired size.

The stretching/squashing mechanic was pivotal due to it's relation to the theme. To make the most of this mechanic, it was used in more ways then just using the size to go through spaces that they originally could not. To create a dynamic mechanic that was always being used, stretching the car would effect the speed and handling. Making the car wide would slow the car down but grant good handling so the car could make very tight turns quickly. When the car is skinny it can go fast and go through small gaps however it had weak handling making it so the player would have to aim where they would want to go with a wide car then make it skinny to go fast.

The abilities were originally the main mechanic but got changed to abilities as they only felt useful in specific scenarios. There are two abilities, an extender which will raise the car which allows it go over cars and move AI cars out of the way. The shrink ability can be used to help get under cars and other short passageways.
While the abilities did work, they did not fulfill the intention where the players would be quickly swapping between modes which is why they ended up as abilities and a new mechanic was made.
See Other Work
Game Designer, Programmer
Bloody Traffic
Tools: Unity, Miro | Team: 10 People | Timeline: 4 Days
Game Designer, Programmer
Bloody Traffic
Tools: Unity, Miro | Team: 10 People | Timeline: 4 Days
Game Designer, Programmer
Bloody Traffic
Tools: Unity, Miro | Team: 10 People | Timeline: 4 Days
Summary
• Achieved placement in the Top 1% of entries (66th out of 7,597 entries).
• Managed and prepared the team of 10 for the Game Jam.
• Designed and implemented the player controller's squash and stretch mechanic.
• Balanced the time mechanic of the game to ensure the player is always under pressure.
Project Goals
I put together a team of people to participate in the Game Maker's Toolkit Game Jam 2024. In the game jam we were challenged to create a game in 96 hours that fit the theme of Built to Scale. Our goal was to create a unique experience that used stretching and squeezing in an impactful game. We wanted to create an experience that felt like a mix of Inspector Gadget and Crazy Taxi.
LINK TO GAME
Summary
• Achieved placement in the Top 1% of entries (66th out of 7,597 entries).
• Managed and prepared the team of 10 for the Game Jam.
• Designed and implemented the player controller's squash and stretch mechanic.
• Balanced the time mechanic of the game to ensure the player is always under pressure.
Project Goals
I put together a team of people to participate in the Game Maker's Toolkit Game Jam 2024. In the game jam we were challenged to create a game in 96 hours that fit the theme of Built to Scale. Our goal was to create a unique experience that used stretching and squeezing in an impactful game. We wanted to create an experience that felt like a mix of Inspector Gadget and Crazy Taxi.
LINK TO GAME
Summary
• Achieved placement in the Top 1% of entries (66th out of 7,597 entries).
• Managed and prepared the team of 10 for the Game Jam.
• Designed and implemented the player controller's squash and stretch mechanic.
• Balanced the time mechanic of the game to ensure the player is always under pressure.
Project Goals
I put together a team of people to participate in the Game Maker's Toolkit Game Jam 2024. In the game jam we were challenged to create a game in 96 hours that fit the theme of Built to Scale. Our goal was to create a unique experience that used stretching and squeezing in an impactful game. We wanted to create an experience that felt like a mix of Inspector Gadget and Crazy Taxi.
LINK TO GAME