Zoomies

FutureGames Project

Role: Gameplay and Level Design

Development Duration: 4 Weeks

Game Engine: Unity

Team: 1 Project Manager, 3 Designers, 4 Programmers, 2 Artists, 2 QA

Inspiration

Game projects are a democratic brainstorming, present and vote process.

In this project, an early favourite was a racer game, and after some chucking around ideas, the idea of a cat car was landed on and widely agreed upon.

TrackMania was the idea reference point, but being a cat the controls had to be different, after all a race car can’t jump (usually).

So I did what I usually do and research, including going through my games played memory and still owned or within my subscription services.

Zoomies

Zoomies

Gameplay Idol

I landed on Spyro, having played the remake not so long ago and recalled that the sprinting on the ground was something that could be a nice match.

The biggest risk was that instead of being a four-legged animal you’d get something that is simply a car.

So I replayed, got a gameplay recording and pitched that. The understanding and being on the same page with my fellow designers and programmers afterwards was pretty clear and problem-free.

Spyro

Spyro/Zoomies

Zoomies

Nailing Cat Movement

Having had cats like most in our group, we were familiar with cat physics, from running to jumping and sliding around corners. The whole design team also played Stray, which certainly didn’t hurt.

The one problem that couldn’t quite be solved from a programming perspecting was the jump, it’s decent, but far from great. The angular force and control was tricky.

So whilst a core function, being also heavily involved in the level building since it belongs together, we focused on not having too many tricky jumps. Instead it’s more jumping over obstacles or trying a more risky short cut.

Zoomies

Zoomies

Level Design

Leaning into our strenghts, the biggest challenge and fun is trying to cut corners and make jumps above obstacles, instead of jumping from many objects to another.

Being a big Miro fan, I pre-build the concept of our future flat, in collobaration with our artists. That way we were able to use big items that are the main building blocks, such as the moving boxes in multiple levels.

Having a pathway that is fun, since we simply close or open up doors to have more or less rooms available to be part of a level.

Zoomies

Zoomies

Zoomies

Creating added motivation and replayability

After having a very solid gameplay loop together, the question was how long is it fun and how much would it add?

The probably obvious answer is quite a lot! And thanks to one programmers ingenious skills, we actually even got a system that has you hooked to discord, where players now get their latest run recorded.

It is probably a good sign that half the development team, ended up trying to outdo one another in feelingly never ending back and forth.

Zoomies

Zoomies

Zoomies 2.0, future ideas

I think in just about each game project, you do hope you have a really solid core, something you can pass on to a friend in real life. And then hear something similar to; ”you really should turn this into a full game!”

And since ideation, besides project management and gameplay mechanics specificly is one of my key strengths, I collected my instant most potent game modes.

Always thinking about what feels cat-like and is fun because I’ve played or seen it in different contexts.

Zoomies

Q & A

What were the biggest challenges you experienced?

  • Taking a very popular fantasy, but simplistic gameplay idea, and making that fun.
  • Having technical programming limitations and focusing on what is really smooth, and building the levels accordingly.

What technical tools did you use?

  • Miro
  • Discord
  • GitHub
  • Unity

What is the most significant thing you learned during development?

  • Lean into a team’s and games’ strengths to mask the weaknesses
  • Build a simple, great core vision to expand upon to avoid the scoping issue
  • Good team chemistry naturally erases so many hurdles and prevents mistakes before they can happen.

If you had more time, what would you improve or add?

  • Fine-tune the drifting, jumping mechanics, and experiment with a wall jump
  • Experiment with game modes like catch, hide & seek, the floor is lava
  • Create crazier levels with more absurd sections