Cream Productions

Created a VR casual game prototype “Herbal Warfare” developed by Cream Productions.

As the Product Designer I worked in collaboration with a creative director, producer, developers and designers.

PROCESS

Research > Concept & Game Design > Interaction & Level Design > Prototyping > User Testing > Delivery

GOAL

To create and deliver a functioning prototype of a mobile VR casual game and gain funding to produce the full game.

CHALLENGE

We were tasked to design a game with a great replay value and a hook like "Angry Birds". Casual mobile games like "Angry Birds", where the main interaction is tapping on a screen, are extremely simple to pick up and play.

Our biggest challenge was creating the same simplicity in VR because you have to think and design spatially.

SOLUTION

We designed our product by brainstorming gameplay that is highly engaging, satisfying and simplistic. We had to be deliberate of our choices and work within the constrains of the medium, bearing in mind the visual language as well as ergonomics.

RESEARCH

We  looked at various mobile and VR games similar to "Angry Birds" in terms of game mechanics and strategy. We also did a competitive and landscape analysis to better differentiate our product in the market.

 We knew our target audience is casual gamers aged 13-45. We recruited participants who are casual gamers and conducted informal interviews with them. this way we were able to build personas that reflect the insights and motivations of our target audience.

CONCEPT & GAME DESIGN

We were given the title of the game and a premise where the player throws supernatural seeds that grow into giant plants toppling buildings and clearing pollution.

After several brainstorming sessions with the team and research about technology, seeds and plants we presented an engaging backstory to our stakeholders.

We also provided various mood boards for the look and feel of the game.

INTERACTION & LEVEL DESIGN

As this was going to be a physical game where the player is throwing seeds to buildings and score according to their destructions, we came up with various ideas on throwing mechanisms and visual prompts.

Since the goal of the player is to throw seeds and grow as many supernatural trees as possible to clear out the pollution, we decided to give the player a challenge by creating a foggy atmosphere where visibility is low and the player can only throw the seeds from designated spots. We also created core loop of the game.

CONCLUSION

We did a user testing and went through 1 iteration before delivering the prototype. This was a great experience where I learned a lot about game mechanics and design, had the opportunity to apply my research, design and UX skills to create a project that is engaging and fun.

Even though the prototype caught quite a bit of interest in the game community, the producers couldn't strike a deal right away and continued pitching it.

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