Suck 'Em In! (3D)
App Store Release
Play as a car that uses its vacuum to suck in different enemies to turn them into a liquid. The liquid is stored in a container in the back of the car. There are obstacles that the player must avoid in order to retain as much liquid as they can. I coordinated with a small team of developers to create this project. This project generated around 400 downloads.
Role:
- Wrote design documents
- Integrated features using C#
- Documented and recorded all playtesting sessions, integrating feedback into design.
- Implemented visual effects
- Integrated UI
- Manually created level components to be used in procedural generation
- Designed level procedural generation logic
- Organized project and used Jira to set tasks and deadlines
- Created car using Blender
- Created bends using Blender
- Integrated features using C#
- Documented and recorded all playtesting sessions, integrating feedback into design.
- Implemented visual effects
- Integrated UI
- Manually created level components to be used in procedural generation
- Designed level procedural generation logic
- Organized project and used Jira to set tasks and deadlines
- Created car using Blender
- Created bends using Blender
Design Process:
Due to the extreme focus on the feeling of "satisfaction" in Hyper-Casual games, I felt that making a game that converted a solid to a liquid could be worth looking into. One day while I was playing Adult Swim's Amateur Surgeon, I found it satisfying to use the vacuum tool to clean up the blood particles on the patients body. That is when I realized that the "toy" in my game should be a vacuum of some sort sucking in solids, converting into a liquid and then using the liquid at the end in some way.
I hopped into Blender and made the car (which you can see above in the icon). From there I structured the remainder of the game. I felt that using little low-poly people to suck in could be both comical and visually appealing. I thought that the player would appreciate seeing the different colored enemies get sucked in and stored in the container. Because I was working with multiple colors and liquids, I wanted to test a feature that would allow the player to become a bit creative. That is when I came up with the ending for each level, in which the player can pave a road using the liquid they collected. This way, the player can see the different colored liquids being put to use and feel a sense of accomplishment for collecting a lot of liquid.
I hopped into Blender and made the car (which you can see above in the icon). From there I structured the remainder of the game. I felt that using little low-poly people to suck in could be both comical and visually appealing. I thought that the player would appreciate seeing the different colored enemies get sucked in and stored in the container. Because I was working with multiple colors and liquids, I wanted to test a feature that would allow the player to become a bit creative. That is when I came up with the ending for each level, in which the player can pave a road using the liquid they collected. This way, the player can see the different colored liquids being put to use and feel a sense of accomplishment for collecting a lot of liquid.