Game Design + Development

I've created two games with a team of 3 others. I acted as the primary game designer, but I helped on the development end as well. Both games were built in Unity. Play them below!
Smart Ways to Die
Overview
Smart Ways To Die is a 2D platform single-player game with the primary objective of finding the victory door by intentionally dying in order to color the void around the player with their blood. The player wins the game after completing all 6 levels. The name is a play on the popular game "Dumb Way to Die".

Our game challenges typical game mechanics. The environment is invisible, and the player has to die in order color the platforms and obstacles around them. Death becomes necessary mechanic, not something to always avoid.
Game Design Highlights
The best games don't need tutorials or instructions. It should feel intuitive, and the levels should teach the player how to play. By forcing the player to run into a spike on the first level, they learn how to jump and avoid spikes to get to the door. We slowly introduce new elements in each level to make the game progressively harder, while not overwhelming the player with too many new obstacles. We placed each spike intentionally at points where the player either might need some help to see the environment around them or might need a challenge, forcing them to start over.

We included fun easter eggs throughout the game. For example, there is a secret level within level four! if you run into a certain location, it will bring you to a new level. If you complete this level, you are rewarded with a party hat!
Cat Walk
Overview
Cat Walk is a 3D single player game set in an apocalyptic world where robots run the city and are seeking to capture the player. The player must reach the portal while avoiding spotlights, robots, and other obstacles.

Smart Ways to Die is conceptually advanced and unique, but visually it is quite simple. With Cat Walk, we wanted to challenge our visual design skills and focus more on world building.
Game Design Highlights
As with Smart Ways to Die, we aimed to have Cat Walk teach the player by playing. In level one, they get a sense of the environment, and they might learn that spotlights are dangerous when they accidentally run into one. They might bump into a cone and learn that cones are movable, which will help them later on. In level two, they see a big robot behind a fence. This allows them to feel safe but also let's them know robots are dangerous. When they run into a robot not contained by a fence, they should know to avoid it. In the following levels, we introduce new elements while increasing complexity. Level three establishes the floor button component, level four includes a secret pathway to the portal, and level five is the most technically difficult. Level six features a trick the might mislead the player and frustrate them when they can't find the portal.
Key Learnings
My First Dive Into Game Design + Development
I love video games, but I've never tried my hand on the other end of things. This was my first experience working with Unity, and I really enjoyed learning how to use their game engine.
How to Balance Fun + Challenging
Game design is really tricky to nail. I wanted these games to be interesting and challenging, but not frustrating and annoying. The design should also feel effortless, and the player shouldn't even be aware of all that went into the design. Sometimes I thought a solution was obvious, but when I had a friend playtest, they were stumped. I learned just how important playtesting is in helping me find the balance between fun and challenging.
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