Prototype Projects

Company

Truly Social Games Vancouver

Role

Senior Game Designer

Platforms

iOS, Android

Genres

AR, App, Idle

Tech

Unity, C#

Design Skills

Product, Gameplay, UI/UX, Leadership

Throughout my time at Truly Social Games, we had quite a few opportunities to work on some fun up-and-coming projects. We developed some fascinating AR products, and I even had the opportunity to design, pitch, and prototype a unique asynchronous idle game.

Location-Based AR Game

We already had a base prototype working, so it was my job, alongside the Design Lead, to figure out how to make it fun, build an economy, and grow it from the prototype to full product.

  • Researched related theme and mechanics.
  • Researched location-based AR system tech and proposed options for product usage and scaling.
  • Designed, prototyped, and implemented gameplay and UX improvements to mini-games players could access from the map.
    • This included designing and implementing variations, difficulties, reward types.
    • Designed, prototyped, and implemented a second mini-game to increase variation in play.
  • Worked with engineers to set up map data, node spawn frequency, and rates.
  • Designed and iterated on UI/UX wireframes.
  • Designed and iterated on game loops, meta loops, session loops, guilds, and event types. The events were planned to have both cooperative and competitive aspects.

Location-Based AR App

Even though we designed and prototyped an app, it was chock full of play. This app we built from the ground up, iterated on the user experience, and created a series of game objects and interactions.

  • Worked with our Design Lead and UX Designer to figure out how to take the high concept and make it a functional program with interesting systems. 

  • Worked with our UX designer to figure out how the UI/UX flow, iterating heavily on it over time. We both worked together on wireframes in Miro and Adobe XD.

  • Designed, prototyped, and iterated on systemic object gameplay with placement, nesting objects, simple behaviours, and combination effects. 

    • The result was a variety of simple objects with a list of basic actions that interconnected elegantly.

  • Brainstormed, designed, and categorized dozens of objects for use in our system.

  • Brainstormed, designed, and detailed out dozens of interaction inputs and output types for objects.

Asymmetrical Idle Game

Using existing studio idle tech as a foundation, I drew up a one-pager for a new idle game with a asymmetrical gameplay cycle: one part city building, and the other resource collection based on your city progress. For a prototype we developed in a short period of time, it was already fun and had a lot of promise. 

  • Wrote a simple one-pager for the game and pitched it to the team.
  • Set up idle data, designed building types, ai behaviours, and set up a basic economy for the build cycle
  • Designed resource collection cycle, resource gathering gameplay, and active character controls.
  • Wrote a full design doc pitch with all features detailed.
  • Coordinated with engineering and art to develop a functional prototype on a short timeline.