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In my prototype for Capture the game has two modes.
1. Where you have to stalk and watch the people walking around for unusual behaviour
2. After you successfully capture a demon you have to scrub it from the photo.

In the first mode your limited by how many pictures you can take so players were cautious about clicking however in the second mode its a better stratergy to rapidly click around rather than conserving clicks.
To instill a sense of urgency in the players I added some VFX and a timer allowing the demon to escape if the player doesn't erase them in time. As can be seen in the second video.

What I learnt from doing this:

- I chose 2 design pillars from a list and created my own interpretation from them

- I realised I'm probably better at top down design because I was immediatley pretty good at coming up with thematic interpretations of the pillars and could visualise what the game might look like but struggled to concretely come up with mechanics

- To overcome this issue I prototyped different ideas i.e. 3D vs 2D / different interfaces and took some of the thematic ideas I had and dug deeper into them by asking why questions

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Capture Prototype

Capture: Photo Mode Iterations

Capture: UI Buttons Game Feel

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