Jumpy Paws

Stage 1

UNITY 3D & C#

TECHNOLOGY

5

TEAM SIZE

8

DEV. TIME (MONTHS)

MOBILE

PLATFORM

Features

  • Playable MVP of a game about an adventurous puppy that travels the World.
  • About 15 levels and 3 different Latin American countries.
  • A first portfolio piece for everyone on the team and a project to start polishing in future iterations.

Goals

  • To transition from video game development theoretical knowledge to practical experience.
  • To enter the video game development industry.
  • To start a portfolio showcasing my skills.
  • To assemble and lead a development team.
  • To create a playable high quality product within 8 months.

Constraints / Risks

  • Full team with no experience in game development.
  • Very loose design specifications.
  • Targeting the mobile market with no prior knowledge about it.



Key Design Points

Defining Base Story


Mission: Create a story that defines the levels and countries to visit

The main concept for the game was for it to be a story centered game showing a puppy's adventures.

With that idea in mind, the first step was to define the route the main character would follow.



Strategy:

Many different approaches were explored on this topic and finally the story lost its priority as a main guide for the design.

As a team, we defined the countries to visit:

  • Brazil
  • Mexico
  • Chile

For each country we chose some iconic places to show and decided to start working on the art and level design.


Results

The game's ending and story remained undefined and very blurry for a big part of the project, abandoning the idea of making it guide the design.

This resulted to be one of the main aspects in which the project strayed away from the original concept.

In the second stage this key point was considered again and reinforced more strongly to ensure the creative vision was fulfilled.


Levels


Mission: Create fun to explore levels inspired by old school iconic games.

The game's genre was decided to be platformer. As such, it was impossible not to look at the genre's defining titles.


Strategy:

Highly inspired by Donkey Kong Country we defined the obstacles and drafted the base levels.

Since we didn't have a dedicated level designer, this responsibility was highly divided. As a result, many team members came up with their own versions of how the levels should be, leading to many iterations and difficulty to reach consensus on this topic.


Results

The final levels included in the MVP did not follow any difficulty progression and were not arranged in a very logical way.

However, they served well to the purpose of testing the main mechanics and exploring the different aesthetics involved in every country included.


Basic Mechanics


Mission: Create interesting dog-related mechanics fit for platforming

Having a puppy as the main character helps to define the main mechanics on an early stage. However, they have to fit the game's genre and generate a fun experience.


Strategy:

The first mechanics defined were:

  • Barking
  • Sniffing
  • Digging
  • Peeing (finally discarded)

It was also important to define the progression. I decided to enable each skill in a different country in order to make the travel mechanic more rewarding and also lifting some weight from the initial tutorials.

Barking is available from the start while digging became available from the second country to visit (Mexico) and sniffing was the last to be revealed, in Chile.

To make the character interact with the enemies and scenario, barking became the character's main attack giving the player the ability to stun enemies and walk past them.

Sniffing and digging would allow the puppy to find hidden rewards or discover secret passages.


Results

These early definitions were the foundations for the more polished work that took place during the second stage of the development.

Although the mechanics in this stage felt pretty raw and some interactions seemed somewhat inconsistent, later on they offered many variations to work with and allowed me to expand the character's interactions with the World.




Main Takeaways

Jumpy Paws was the first project I tackled with a professional mindset as it was the first project to be released by my newly founded Game Dev company, Raincup Games.

Therefore, the takeaways are huge and very relevant to me as a founder and as a developer as well.

I managed to acquire a Government funding to create the first prototype, assembled a team, designed and defined the basic elements of a game and made many mistakes along the way! All of which remain as valuable lessons to be applied and remembered in the next projects. Starting with Jumpy Paws' next stage.

  • The importance of finding the right team to work with. Some key points:
    • Find people that can share your own passion for the game you are making together.
    • Avoid people that tend to feel external to or uninvolved with the game.
    • If you as a founder don't have experience, try and find it in the team. Always surround yourself with wiser or more experienced professionals.
    • Respect between teammates is the most important thing.
  • Don't underestimate professionalism, expertise and specialization.
  • Take the proper time to figure out a development process that works for you and your team and be sure to stick to it!
  • Don't take the platform and business model choice lightly. If it is a mobile F2P, design for it.