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​Pinball

Poject Info

Duration

1 month

Team Size

13(1 game designer+7 programmer+5 artist)

Game Type

Collectible card games and physical game demo

Platform

Mobile

My Contributions

System design, playtesting

Gameplay Video

Design:

1. Designed a challenging level with different obstacles and items. Like walls and teleport points.

2. Designed size concept of the character, different size character can interactive different obstacles in different ways. For example, S size character can pass the obstacle directly while L size character has to crush the obstacle.

3.Designed physical related formulation of core game mechanism. For example, design the route the designed the prediction function to show them to help players.

4.Designed damage formulation and battle-related data to balance the strength of the characters,

6.Iterated gameplay by playtesting and cooperating with programmers and artist.

Introduction

Pinball Demo is a collectible card game with physical theory battle. Players can solve levels by strengthening character abilities or collect different size characters to solve a level in an easier way. 

Notable Contributions

Design Phiolosophy

This is the first game project I designed by myself and I just become a game designer for months. I learned from the Monster Strike and try to design some innovative concept to improve the gameplay of Monster Strike. I designed the size concept, new obstacles and the connection between them to create the need for different characters, which will lead to a healthy income.

Design Problem: How to design a game form another game

In order to design a good game form the Monster Strike, I first play and record the game several times and write the core game mechanism. I think helping player know how to win is a very important event because the moment when the player finds out they are doing something and that perfectly suits the role of the world it will produce great satisfaction to players. After that, I collected and sorted out those characters' data and tried to analyze the balance relationship between them. Then I write down the moment when players are playing games and try to figure what is their expectation to this world so I can design those elements into our games. For example, the game becomes more and more boring if you get some strongest hero and people want to have more challenges during the game process. So I designed the size of the heroes to balance the heroes and I designed traps and levels to produce a new experience for players. I think more options is a choice to design a good game from another game at that time. However, this project teaches me that games should be simple. Common players do not need a number of choices for a better more play experience. They just need a core mechanism that they can make a good choice instead of playing game confusedly.

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