MR Indeed! / Game Design  / Mockups (PlayEveryWare)

Mockups (PlayEveryWare)

Below are some mockups for sections of different unannounced, canceled, or in production projects. These are all for PlayEveryWare, while I can discuss the mockups and design ideas, I can not go into further details about the projects.

House Customization

build

In this mockup, I was coming up with a system to allow players to customize homes using 2D sprite art while being able to get a considerable degree of customization. In short, there are three layers selectable at the bottom for fore, mid, and background. When selecting an object to go in those spots on the right of the screen you can see how much space it would take up,  the number of different points each object gave to specific categories, how many you have of each item, and if you are currently using it. To the left, you would have other options such as wall, windows, decorations and the like for further customization. This system was made to allow players the ability to design their rooms and control how tenants would see it.

build2

Above Is a mockup of a decorated room. At the top of the screen, you can see three icons with values next to them representing the feelings of the space based on the furniture used. Because tenants have preferences as to how they would enjoy a room represented by these three categories, players would have to design each place carefully. This design choice is so players would be urged to purchase more in-game content like furniture for a more in-depth mechanic and real in-game results.

shop

Creating a shop where players could find items quickly and with a similar layout to the decoration process was important, so no information is lost during the purchase and building phase. To keep things exciting for the player, different sets of unique furniture would rotate in daily, deciding to pass something up meant it might not be back anytime soon. However, if players wanted to find items in a set that was not currently in the rotation, they could go to the cash shop as seen on the left. This option allowed players who might not have the time to wait, or in-game currency to pick out items that suited their needs and style.

2 Touch Control

RockGobPitch

This mockup was to describe to publishers how the Rock Gobbler creature would control. I was given this task by the lead designer who had come up with the idea and wanted to illustrate how it would work. This mockup shows what you can and can not eat.

RockGobPitch2textnew

I choose to have the Rock Gobbler be a creature that could take on impressive shapes.

RockGobPitchstore

Following with the art decision to have the Rock Gobbler be very morphable, I came up with a proposed system of power-ups that would allow players different types of gameplay modes during the game based on things they would eat after selecting or unlocking said mode. These simple changes in mechanics made for a refreshing change and were of minimal effort to implement. In this mockup, I also had the idea to allow players to customize their Rock Gobbler for a deeper connection and chances for them to unlock fun new content.

Grid FPS

mockup

In this mockup, I was in charge of how players would complete actions and commands on the touchscreen. Since at the time “Power Defense” was using a drag and drop system I thought something similar could accomplish this goal admirably.  Having the stylus for commanding units made fun and exciting grid-based tactical combat maneuvers a reality.

Mighty Mouth

AGs

This mockup represents my first professional solo design project as the lead. Having full content control over design and art has been very exciting and rewarding. This game is meant to educate, and I wanted to find a way to do that without boring potential players. Working in tandem with a group of educators and experts to try and deliver a fun and educational product has been a blast. Mighty Mouth allowed me to see that games can, in fact, be used to better the world.

Being involved in creating designs, presenting them to publishers and organizations, and promoting the company is an exciting honor. During my time working at PlayEveryWare I have not only had the chance to grow as an artist, animator, and game designer, but as a presenter,  businessman, and ambassador for the games industry, all things I wish to continue to grow and spread during my journey as a game developer.