As I’ve said before, it’s important to have side projects, especially something else than games. That is why I like making videos like this one.
With a punk art direction, Splatoon 2 looks better with the The Ramones classic “Blitkrieg Bop”! I had this idea while playing the game and took couple days to make it, using videos from the Nintendo channel.
It’s been more than a year than I’m working on the next Star Wars game. It’s a very big game – set across all trilogies, with single-player campaign, split screen co-op, multiplayer battles and space battles!
My goal is to lead the Criterion Design team in collaboration with DICE, Motive and Lucasfilm.
Craft and drive the vision for Space Battles and Offline Co-op to inspire the team to execution
Communicate the vision to the team, project leaders and marketing to make sure everyone is aligned
Scope and adjust our vision to make sure we deliver high quality features on time and budget
Set up processes between our designers and our partners to deliver a consistent experience
Mentor designers to ensure all features are designed and implemented to a genre-leading standard
You may have the best idea on paper, but software will show you if it is fun or not.
So I started a simple challenge a while ago: write one idea of a small game mechanic every day and prototype it. The goal was to push me to learn blueprint in Unreal 4, but this time with fast test scenarios rather than going to wide with complicated projects.
Some ideas were fun. Some were not. Here are two examples of prototypes: one fun, one not.
Air Hockey game
Push the puck and get it to the goal. Simple, but one rule: the more you touch it, the more your score goes down. Why? To push the player to throw it again the walls and make it bounce. It is fun and I started working anew mechanics on top of that (collectibles, bouncy walls…).
Runner with slomo
While following the Unreal 4 runner tutorials, I wanted to add a “SuperHot” feel to it: a very fast runner in which you can slomo to make better turns and avoid obstacles. It sounded interesting, but I quickly get the problem that the character was going too fast and it made it too hard, yet the character needed to go fast to make slomo useful.
One way to fix it was to take out the slomo and make it that the character can become invincible, but I thought that was really overdone in so many games.
With a couple of friends, we make a one day game jam at my place. After choosing a theme “the loop”, we made a simple – one mechanic game: the character runs on a planet and the player must jump over obstacles. Simple, exepect that every time you jump a new enmy appears! So it is a simple and but addictive loop.