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Splat!

About

Splat! is a 2D puzzle platformer where you play as a slimy test subject who just can't wait to die! 

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By dying and splattering slime bits, players are able to rotate the level and create a path for the slime (spawning, moving and jumping)

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The goal was to create a short "proof of concept" experience that could be expanded on.

Project details

This game was done in a team of 4, during my time at DigiPen Singapore.

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The game was developed fully in the Unity Engine.

What I brought to the team

Click on the icons below to go straight to the section!

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Ideation
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Level Design
Documentation

The core idea was conceptualised as a team. For this project, my main responsibility was any level design related tasks, as well as documentation of our "pitch" (containing motivation loops, game loops etc)

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Contributions:

Level design

Documentation

Level Design

Splat! has unique mechanics of using death and respawn as a means of navigating through the level's puzzles. Dying would allow players to respawn on any slime bit, causing the world to rotate alongside it.  

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Dying to sawblade

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Repawning, world rotates

This presented unique challenges, where I had to ensure that players would not accidentally soft-lock themselves. A rotating level would also mean different paths and ways to complete a singular level.

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Planning each level around a theme gave me a good starting point. I then crafted the levels in Unity, frequently testing them.

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Levels in editor

This was how I themed my levels - was there something I wanted to introduce to the player? What was the purpose of the level? Each level would introduce new ways in which the player could use the death and respawn mechanics, together with the obstacles. Being a unique mechanic, it was important to teach how players could use them, not just what they were. These skills would then be tested, either in similar situations or twists, helping to keep things fresh.

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Below are some examples from the game.

Documentation Pitch/ Ideation

As part of the project, we had to document our game's pitch, explaining its mechanics, systems, game loops etc. The purpose of this was to explain how our project could be further expanded into a full fledge game that could be sold online.

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Here, I was responsible for crafting the elevator pitch, game loops, game progression, motivation loops, and secondary mechanics - as well as the documentation of our main mechanics, UI, or additional content.

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Below are some screenshots of the document in which I had a key role in (click to expand):

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