UNANNOUNCED MOBILE PROJECT

GENRE SPECIFICATIONS

ROLE : Game Design
TAGS : Casual-Competitive            
VIEW : 2D                            
PLATFORM : Mobile               
DURATION : 3 Months
CALENDER : 2017 June – August

PROJECT DESCRIPTION

A mid-core casual-competitive game that was developed from a small team into a mini-scale production during my internship at EA.

The NDA of the project is still in effect, but we gained permission to showcase and speak about the game’s information on a macro scale as represented below.

MY RESPONSIBILITIES​

  • High-level concept and feature planning.
  • PvP design to cater to both casual and competitive audiences.
  • Character design, ability design, and game balance.
  • Crafting and delivering a project pitch to management for greenlight.

WHAT MAKES MY EXPERIENCE UNIQUE?

  • Made by interns.
  • Unique casual-competitive concept.
  • In production for release.

PROJECT SCREENSHOTS

MY EXPERIENCE

Market Research, Game Analysis, Game Conception, PvP Design, Character Design, Game Balance, Rapid Prototyping

At the time, we lacked expertise in mobile development, so we were tasked with conducting extensive market research across all mobile game genres to establish a solid foundation in the industry.

This research was invaluable in helping us understand how to adapt our design process for the mobile platform. By the end of the first month, we had played around 35 games spanning genres such as casino, 4X, RTS, CCG, MOBA, strategy, simulation, RPG, casual, adventure, action, puzzle, shooting, fighting, and racing.

Beyond just playing the games, I created detailed breakdowns and analyses for each, covering key information such as game and company briefs, business models, play times, downloads, revenue, acquisition, RPI, trends, demographics, ratings, currencies, progression systems, game modes, competition, game loops, flow, rewards, metagame elements, features, events, leaderboards, advertisements, and notifications. This comprehensive approach ensured I gained the maximum learning experience from the process.

With the market research complete, we gained a clear understanding of the features required for an X game to effectively target its intended audience.

To demonstrate our capabilities, we began developing prototypes for the studio’s next big title, a process that spanned approximately three months. Our work included pillar conception, further market research, brainstorming, character design, ability design, balancing, and prototyping, culminating in a presentation to management. The project has since been scaled up for further development.

TOOLS

  • Excel
  • App Annie
  • Word
  • PowerPoint
  • Photoshop
  • Custom Engine
  • Slack
  • Outlook

REFERENCES

In case you want feedback about my work, feel free to contact:

  • Anup Yadav, senior game design mentor assigned for my internship (anupyadavk@gmail.com).
  • Abhishek Koturaju, a product owner / producer managing my dependencies (akaturoju@ea.com).

PERSONAL COMMENTS

  • Delivered a successful concept pitch to greenlight the project.
  • Gained valuable experience on building a title from ground up in a professional environment.
  • The prototype was highly polished.

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