Amy Perelberg
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Platformaniac (Game Development)

  

Game Development

Platformaniac

Platformaniac is a project I worked on with a small team of developers at Cornell. We used Unity to create a unique gameplay experience. I am the design lead, which involves character and environment design, animation and UX/UI design. For each prototype, the game was released to groups of increasing size, and data was collected to be analyzed. This and qualitative player feedback was then used to extrapolate information about level design and controls then used to improve gameplay

Play Platformaniac here!

Vision

An idiot protagonist needs help clearing levels! In this twist on a classic platform game, instead of controlling the character you control the platforms to make the character look like a star. A not-so-intelligent AI controls the character, and based on the character’s imminent actions, shown by a queue on the top of the screen, you must alter the environment in real time. We aim to create a game that mixes a puzzle/strategy theme with quick coordination and execution.

Challenges

Missing Platforms

Missing Platforms will allow the character to fall through, killing it and forcing the player to restart.

  • This blocks the primary objective of reaching the door.

  • If they die they can’t reach the door

  • The pickup, move, and place a platform to prevent the character from falling through

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Door Position (Elevation)

The Door will be at a certain position, and the player has to ensure the character will collide with the door. If the player does not hit the door they will walk off the edge and lose the level.

  • This blocks the primary objective of reaching the door.

  • They must utilize jump movements and special platforms to position correctly

Killing Enemies

  • Enemies will block the characters path and will kill the character upon collision. Hitting enemies from above kills them

  • They must place platforms so the character “falls” on the enemy

Testing and User Analysis:

Alpha Testing:

Release to friends: testing engagement and gameplay issues through surveys and data about levels played and quitting times. Analyzing spatial heat maps of deaths to identify mistakes or unnecessary frustrations

AB testing

Release to NewGrounds: Testing different conditions, like platform and power-up placement, to analyze level design and effects on the player

Reanalyzing user data and polishing game to share on Kongregate.

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