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SHELL SHOCKED

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Genre:

Couch Co-op

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Role:

Game Designer

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Engine:

Unreal Engine 5

Shell Shocked is a couch co-op 2 vs 2 game of football with hermit crabs. Shell Shocked's design pillars were teamwork, competition and fast-paced.

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I was responsible for designing the level layouts & level transitions and managing the game's production. 

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Team size:

14

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Project length:

8 weeks

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Released:

Itch.io

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PROJECT CONTRIBUTIONS

LEVEL DESIGN

I joined this project planning to work as a technical designer but I ended up working as a level designer instead. The project was missing a dedicated level designer and although it was out of my comfort zone, I happily volunteered myself as I wanted to prove my flexibility and challenge my design skills. While working on the level design for Shell Shocked, I researched, sketched and iterated upon multiple level layouts and designed how to transition between them.

LEVEL LAYOUTS

My main goal as a level designer was to concept potential level layouts to keep the game fresh and replayable. Our reference game Videoball has over a dozen level layouts for players to choose from, each with their own challenges and charm.

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After researching the level layouts in Videoball and other similar games, I sketched level layouts that could be used in Shell Shocked using a mixture of Krita and paper sketches. This was a very iterative process where I received feedback from designers, artists and programmers making sure that the information was well presented and understandable. 

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One of the level design limitations I followed was to keep the gameplay intuitive by avoiding complex or confusing level ingredients. The different layouts had to work with the gameplay that already existed without adding anything new. I therefore focussed on introducing walls to the level and analysed how the different configurations affected the gameplay. Sketching how the ball would bounce against the walls helped showcase the affect of the walls on the gameplay.​​​​

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All this work was done in order to explore the possibility space that the level provided. While researching Videoball, we agreed that the level layouts added a necessary element of uniqueness to every game and made players play another round. We wanted to capture this and make it our own in order to make Shell Shocked a game that players enjoy playing multiple times.

LEVEL TRANSITIONS

Having chosen which level layouts to implement, I was tasked with finding ways of switching the level layout during the gameplay. We wanted to include the different layouts directly in the gameplay, bypassing the level selection process and getting players into the game quickly.

 

Keeping with the beach theme, the most promising transition was to periodically have a wave wash over the screen, pausing the gameplay momentarily, before revealing a new level layout. 

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This solution was popular among the team as it gave the game a level of randomness which was missing in the original design. We found that by leaving the gameplay purely to the skill of the players, some players were becoming frustrated with themselves and stopped having fun. By removing some of the player's agency and changing the level layout during the game, players were able to disperse their frustrations and continue to enjoy playing the game.

WORKING COLLABORATIVELY

As the sole designer responsible for the level layouts and transitions, I worked closely with the programmers and artists who were working on the same features. I created a flowchart of the level design pipeline that I could follow and make sure that the collaboration went as smoothly as possible. Throughout the project, I received feedback that my efforts to include the other disciplines in my processes and decision making were well received and helped keep the team cohesive, especially regarding the level design.

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PRODUCTION

Having completed the bulk of my level design work, another hole appeared in the project, we needed a new producer. Having stepped up once already, I felt confident to handle the additional workload and fulfil this role. This meant taking the responsibility of our SCRUM rituals and allowing the team to focus on their own work. 

SCRUM

Becoming the producer halfway through the project was unexpected, however I felt qualified to manage the team and facilitate their progress on the project given my aptitude for organisation and previous experience in production. My main responsibility was to organise and lead the various SCRUM rituals (stand-ups, sprint planning, build reviews, sprint reviews, sprint retrospectives) that helped give our project structure. We used Jira to plan and track our tasks. 

SCOPE

As the producer, I tracked the team's burndown chart and velocity for each sprint and was able to use this data to guide discussions regarding scope. It became apparent that our initial scope was unrealistic with the time remaining and we cut the areas of the game which could be removed.

GENERAL GAME DESIGN

Although my main focus was on the level design and production of the project, I still maintained an active role in the discussions and brain storming regarding the general design aspects of the game (3Cs, powerups, playtesting).

PLAYTESTING
To have as polished of a game as possible, we made it a priority to test early and often. I pushed for this the most and organised the play tests. It was important that our game was intuitive and to test this, we targeted play testers who were less familiar with games. This gave us a lot of invaluable feedback regarding the user experience of our game and allowed us to significantly improve this aspect of our game. 
POWERUPS
In the initial design discussions for the game, we planned to include powerups in the game as an extension of the shell system. We concepted many different powerups and started working on 3 of them. When I became producer, I noticed that we did not have the scope for the powerups and the project would be healthier without them. I brought this up to the team and they agreed with me. I became the bearer of bad news for the people who had already started working on the feature, however I was able to explain the position we were in and why this decision was necessary. After the decision was made, I received feedback from the people who lost some work that I handled the situation well and they thanked me for being mindful and professional. 
3Cs
​The game's 3Cs were the most vital feature for the game to succeed and everyone on the project helped make sure that they were as polished as possible. I helped by performing QA tests, voicing my concerns and sharing my input whenever requested. When the technical designers in charge of the 3Cs needed help, I did so and was able to help solve several technical issues with the movement of the ball.
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