Prototyping
This is one of the most important phases of any design. After extensively learning Figma, this particular phase has become my favorite. From here, this is where I can test any element, such as art, gameplay, or format, and quickly mobilize playtesting. In order from left to right, top to bottom, here is what I was prototyping:
1. Art style and card layout
2. Card mechanics and general themes
3. Level layout
4. Mock scene (1 of 25 images)
5. Modifying elements of a scene (such as text, character, and UI)
Playtesting
Whether it is within a group of close friends or showing it to the whole world, getting eyes on your project is crucial. It is only during this phase that one can truly "find the fun". Itch.IO has been a great resource for me to share my projects and receive feedback. (Left to right, top to bottom)
1. Paradise Lost, a Twine-made text-based walking simulator
2. Yeet that Barrel, a Unity-made 2D side scrolling platformer where you throw a barrel through a map
Polishing
Now that the vision is coming together, and the "fun" has been found, the polishing touches are what bring projects to life. Setting goals and deadlines was crucial for completion, whether we were taking them to PAX or meeting professor-driven deadlines. (Left to right, top to bottom)
1. Nicknamed "Project Carl", this is a class driven cheesy horror game. The screenshot shows the more polished details such as lighting and sounds. This project is still currently under development, and my role within this project is Producer.
2. Nicknamed "Project Milk", this is a solo project for a class that is also under development. This game is about drinking milk, where your health is treated similarly to blackjack. This screenshot shows how final layouts and bug fixes are crucial to development.