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.
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.
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.
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.