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My Role: Product Vision, UX, UI, Branding, Level Design, Concept to Completion, Creative Marketing

My Team: 1 Engineer, 2 Illustrators, 3rd Party Developer

Time to completion: 3 years

Overview

Space Critters is a journey to save the universe's most adorable creatures. It is a one of a kind puzzle arcade game that captivates both casual gamers and puzzle enthusiasts of all ages. It's free-to-play model ensures that everyone can join in the fun and experience the thrill of this extraordinary game.

Target Audience

  • Casual Gamers

  • Puzzle Enthusiasts

  • Mobile Gamers

  • All Ages
     

Kids

Families

Goal: Appeal to a wide range of age groups. Families, kids, teenagers, and even adults should find enjoyment in the vibrant visuals and addictive gameplay.

Casual Games Art Style Moodboard

Art Style Inspiration

The art style needed to appeal to a wide range of players and evoke a sense of fun and lightheartedness. Inspiration came from popular casual games and cartoons that have resonated with large audiences.
 

moodboard4.png

Style Guide

The style guide places an emphasis on vibrant colors and playful fonts that fit with lighthearted approachable graphics.

Color Palette

#8ECD7B
#5ABE5C
#EEF8FD
#D7DFE3
#5FCD62
#2ABE31
#27AA2A
#33EFFF
#377DB3
#263F7C
#7CCBF3
#329FD9
#B8C2FD
#7228fb
#4068D8
#FAF1CA
#FECB35
#FFFC70
#FD7424
#F1251C
#E8429A
#753C0C
#F29C36
#35CD9B
#2CFF79

Fonts

Showcard Gothic
aBCDEFGHIJKLMNOpqrstuvwxyz

PROXIMA NOVA
AaBbCcDdEeFfGgHhIiJjKk
LlMmNnO
oPpQqRrSsTtUuVvWwXxYyZz

Brand Mark

sc_logo.png
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Crafting the Player Experience

The concept for Space Critters is directly inspired by Android's "Pattern Unlock Screen". In-order to unlock an Android phone one option is to swipe a predetermined pattern. The physical movement used for unlocking the phone creates a fun flow, that I thought; if expanded upon, had the potential to become the entire foundation of a very fun puzzle game.

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From Concept to Prototype

I set out to create a player experience based on the "Android Pattern Unlock Screen". In-order for the concept to work I would need to establish a gameplay grid that would allow players to flow through a movement much like the "Unlock Screen".

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​Sketch: Concept

  • Establish a grid layout for the gameplay system.

  • Create a basic set of rules for gameplay.

  • Begin to tie in casual game characteristics.

  • Create rough concept designs for game tiles.
     

sketch2_edited.jpg

​Sketch: Rules

  • Each set of tiles when grouped together, will create competing challenges that the player will need to resolve.

  • Gameplay will combine the "Unlock Screen" with a set of rules based on "Rock, Paper, Scissors".

sketch3_edited.jpg

​Sketch: Layout

  • Final Grid layout.

  • Designed on the back of a parking lot receipt. 

  • Inspiration can happen in odd places :)
     

Preparing the Prototype

With the help of a very talented engineer. We began putting together the first gameplay prototype. The first build featured simple shapes. The player experience would only focus on gameplay mechanics and wether or not the puzzle arcade concept was fun to play.

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Build 1
The first prototype

Simultaneously
I began design on
high-fidelity wireframes

Illustrations
Our Illustrators began concept art for graphics and characters. 

check-images.png

Gameplay Mechanics:
In order for our engineer to clearly visualize how each game tile should function, I provided colorful high-fidelity wireframes for gameplay mechanics.

Fruit-Tile2-Wireframes.png
checkmarks.png

Premliminary branding
Working title exploration. 

UI Design Testing
Small steps toward UI cohesion. 

Build 2
Second prototype ready for user testing. 

proto3.png
proto4.png
proto4.png

User testing: We volunteered various people to play test the new build. Our kids, wives, friends and family all got the call to action.


Key moment: If we could not confirm that the gameplay concept was fun to play; the entire project would not be moving forward.

Proof of Concept Play Test

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Success!
We received overwhelmingly positive feed back on the test build. 

"My kids' wanted to play so bad they kept fighting over the tablet." 

"So far its fun! I can't wait to see the finished product." 

checkmarks.png

Room for Improvement

"The game is too easy.
The difficulty should vary." 

"Have you thought about adding a timer to make it more stressful?" 

Our Success: We proved the concept is playable and more importantly–fun.

What's next?: We could move forward with implementing design, user experience, player journey, and the final milestone–Release on the App Stores.

All The Moving Pieces

Scope: As the scope of the project grew. Our engineer and both illustrators departed from the project.

Launching the game: In order to complete the game development process, I brought in a 3rd party development team to help finish the build.

 

Learning to adapt: As the lone driving force, my role adapted to include project management and all other aspects of the game's development. Moving forward, I would provide all creative direction, assets, materials and feedback as needed, to the dev team.

Information Options

Paper Prototype used to organize game content.

PaperPrototype_SpaceCritters.png

Flow Chart

Using the information options, I created a flowchart that would show the player's journey through out the product.

Flow-Chart_SpaceCritters.png

56 Page Game Design Document

Designed on InDesign for both print and PDF. I created the entire game's architecture, story and gameplay mechanics before approaching the 3rd party developer. The GDD reduced the scope of the project and lowered the amount of feedback I would need to provide on a day to day basis.  

GDD_SampleB.png

Story and Lore

I wrote the over arching story and lore that would set our characters off into their adventure. The Screenplay was turned into storyboards by our Illustrator and eventually converted into final game art by our 3rd Party Developer. *Included in GDD.

GDD_SampleScreenplay.png

Light Hearted Approachable UI

Final_UI.png

Following the guidelines established in the Style Guide the art style was finalizied.

Launch Day

After three years of hard work. Space Critters launched on December of 2020 on iOS, the Amazon App Store and six months later, it launched on Google Play as B27 and Friends (A/B test title).

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