Eleanor Erceg - Game Designer Portfolio
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Solo Project
Tools: Maya, Unity, Audacity, Trello
Tasks: Asset Design, 3D Modelling, UVing, Texturing, Level Layouts, Greyboxing, Level Building, Lighting, Narrative Design, Sound Design, Visual Effects, Programming, Testing
This game was developed to satisfy a client project, the brief I chose to design from stated its goal as "A game that promotes electric cars" that "Has to give the sense that electric cars have special benefits to the player, encouraging them in some way to choose an electric car as their real-world car in the future." With the fictional client proposed to be Tesla.
Pitch
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Identify core needs
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Find marketing strategy
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Justify the idea
I identified the client's needs in this scenario as positive brand association and an elevation of the product. My idea was to create a car with superpowers, my justification being that it would be more engaging as a game than something more of a simulation for pure advertisement. While the client was initially dubious, I sold them on the idea with my presentation describing my inspiration from famous pop culture vehicles, like knight rider's Kit, making them iconic. I also noted common marketing strategies, including the use of video games, of creating positive brand/product association regardless of the fantastic representation.
Concept
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Research model of success
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Replicate formula specific to design
In order to design a car to be iconic in the same way as famous film and television vehicles, I analysed a broad sample to identify any common traits. I worked out four core aspects that would serve as the blueprint for my concept. First the car must be stylish, with a unique but identifiable design, clearly seeing the car's structure but stylistically set apart from standard models. Second it should have personality, either being alive like Kit or Herbie, or expressed artistically. Third it should have powers that are thematic to its world, sci-fi, magical or simply superior engineering. And lastly the car choice should be timely, either using a classic model or a current concept car. With all that in mind I chose the Tesla Roadster as my base model, a brand new luxury sports car with a cool unique design.
Design
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Define desired experience
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Identify mechanical needs
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Extrapolate game loop
The design of the game itself necessitated a large map area to accommodate for vehicle travel, and the natural integration of electrical powers used in a positive way to promote the brand. I chose the premise of an elite police division specialising in high speed pursuits, using high-tech prototype vehicles to catch and safely neutralise their targets. The two core mechanics being an electrically charged boost and an EMP pulse to disable the target. I kept the abilities to a minimum so as not to overly complicate the gameplay, keeping a tight focus on the driving and ensuring all mechanics are essential components to the intended experience.
After configuring the car controllers to suit my needs (pre-made unity standard assets) and prototyping and testing the abilities, I worked on the level design. I constructed a large open map that was simultaneously an enclosed self-contained system, to give the illusion of a bigger world than was present. Featuring different sections of populated and unpopulated regions, straight and curvy roads, but with an overall low density to accommodate and focus on the speed. Varying routes, starting positions and speeds were extensively tested for game balance and to adjust for the limited AI.
The final proof of concept demo only had one mission, but it sufficiently demonstrated the viability of the potential product for ultimate client approval.