First Gameplay Presentation | Playtesting and Gameplay Evaluation | Fakescreen by Team Member Sara Marie Stübinger |
---|---|---|
Screenshot - Obstacle Placement | Final Screen - Player won the Game | In Game Screensshot |
BONGO FEVER
The band „Bongo Fever“ is late for their big performance after their last rehearsal. Now, they have to hurry, but their journey is long. Guide them by hitting the drums on your Bongo, avoid obstacles, collect other bongos and reach the stage with as many band members as possible!
PROJECT INFORMATION
Project Duration: 3 weeks
Production Date: 2015
Team Size: 3 people
Platform / Engine: PC, Unity 3D
Project Task: Product Game - Design a playable prototype that comes with a specific product and can’t be played without it.
MY PART
Concept, Level Design, Music
I worked on the concept ideation and created and implemented the level structure as well as feedback sounds and background music.
WORKFLOW
Early on we decided to use an instrument as the input device. To control the player characters and avoid obstacles on their way, the player drums on a bongo. By drumming loudly once or twice, the characters jump and double jump. Playing soft and fast, the characters gather in the middle of the level, and stopping results in them splitting up and moving to the sides.
Fast drumming - Character run in the middle of the road
Fast drumming - Character run in the middle of the road
Hit the Drum loud once to Jump, Hit it twice for a Doublejump
Hit the Drum loud once to Jump, Hit it twice for a Doublejump
After agreeing on the gameplay, I began with the level design. Initially, I used wooden bricks to visualize the possible basic patterns of the gameplay, which I later combined to create an obstacle course for the level. Transferring these onto paper, I merged them into a complete level and analyzed the player's movement and his possible routes.
Basic Segment / Analogue Prototyping
Basic Segment / Analogue Prototyping
Placing Toy Blocks
Basic Segment / Analogue Prototyping
Constructing Level Structure on Paper / Evaluation of different Paths for the Player / Sheet 1
Constructing Level Structure on Paper / Evaluation of different Paths for the Player / Sheet 2
Constructing Level Structure on Paper / Evaluation of different Paths for the Player / Sheet 4
Constructing Level Structure on Paper / Evaluation of different Paths for the Player / Sheet 1
Finished with the basic structure of the level, I started to create fitting music for the Cuban setting of our game. My goal was to create music, that did not interfere but embraced the drumming of the player even if he played out of rhythm. So I designed a very simple melody and placed the obstacles in the engine accordingly.
After adjusting the obstacles to the music, we started playtesting and made changes to the level afterward. To complete the level design I implemented the created game objects into the scene.
Blocking out Obstacles
Blocking out Obstacles
Placing Game Objects as Obstacles
Overview: Game Objects block the view of the horizont
Level after Texturing
Placing Game Objects as Obstacles
SUMMARY
BONGO FEVER, is my fourth game project and the second of the two game jam projects in 2015. My main task was to create the level design and the suitable music. The most challenging part was coping with the limited amount of time and in retrospect I should have made the level shorter, leaving more time to develop specific parts. The overall idea of creating a game controlled entirely by audio input is very interesting and I gained a lot of experience in the field of level design.