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Overview: 

Overview

Platform: Android

Genre: 2D Casual,

Game Engine: Unity

Mode: Single Player

Development Duration: 2 Months

Available on Play store

Team Size: 3

Responsibilities

Primary Role:

 

Game Designer, Monetization Model, Management, Level Designer

 

  • Pitched the concept with a prototype

  • Adapted the design with F2P elements

  • Designed the currency system, points rewards system based on player performance

  • Designed the game flow to minimize player frustration during navigation

  • Produced various GUI mocks to reduce inconsistencies in game flow.

  • Integrated and adapted social features due to API limitation in various game screens

  • Prepared weekly to-do list, assets list adjusted mechanics as per resource limitations.

  • Produced various in game assets, background and logo animations.

  • Assisted the top tier of management in identifying the right production methods &F2P ethics.

  • Realized team the importance of metrics/analytics to identify irregularities.

Game Description

SPIN is a 2D physics based game which has a pinch of puzzle elements. The game is based on premise that Yin and Yang have been separated. The player’s objective is to restore the lost balance by uniting the 2 forces. The player can play as Yin or play as Yang. Both offer diverse game play elements to keep the player engaged. The player’s objective is to guide Yin or Yang to the objective by rotating the world using touch inputs which changes the gravity of the world. New level elements are introduced as the player progresses to ensure the right pacing and flow. SPIN as an MVP which was produced under lean philosophy of production

Secondary Role:

 

Content / Asset Creation, Scripting, Trailer production

 

  • Producing and fixing game assets

  • Various In game animations produced using unity animator

  • Produced the trailer

Additional Information

Game Trailer

F2P Elements

 

  • The player has the option to “Freeze” time in the game which grants the player with few extra seconds, the player has the ability to use this power up during the gameplay itself. Using the power up depletes player from its prime currency called “Charms”. It is essential to integrate purchases during the gameplay to drive more meaningful purchases.

  • The player can even trade the primary currency for “Retries”.

  • A wait loop was integrated in the game to ensure retention. Impatient player can skip the wait period in exchange for premium currency.

  • Player had various way of acquiring premium currency; Pay Per Action (App download, Watching advertisements), Premium currency as a reward based on performance , premium currency as a reward for a successful FB sign in , for sharing the score post on wall and in exchange for real money.

 

Levels

 

  • Difficulty curve and pacing was of prime concern.

  • New level elements were introduced gradually to the player to ensure steady pacing/ flow.

 

Social

 

  • In case the player signs-in the layout of the various existing screen would change. Player had the ability to see the leading players in each level

  • Defining internet connection failure states in various stages of the game flow

  • Rewarding the player on sharing progress on wall.

 

Management

 

  • Prepared “TO DO” List on weekly basis for the artist and programmer

  • Advised the top tier of management on F2P ethics, importance of pre-production and a well-defined production pipeline. 

Production Pictures

Last Update: 14/04/2016

Created by: Naman Jain

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