Prism’s Core Mechanic Design

Developing Prism’s core mechanic to serve as the foundation for Prism’s gameplay and level design.

Role: Game Designer

Timeline: 8 weeks

Tools: UE5

Game Development Process

My process for designing and iterating over Prism’s core mechanic.

Page section links:

Planning

Planning

Defining sprint goals and development tasks

Adapting deveopment plans

I routinely reassessed the project timeline and made adjustments based on project blockers to work around and insights player feedback. In the prototyping section I explain why I refocused the project to focus on combat instead of player movement after discovering how fun the magnet throw mechanic is.

Timeline and feature iterations

Select images to enlarge them

Defining user stories

When first creating user stories, I was only focusing on what players are doing and why. This was enough to design mechanic ideas from but my user stories were too specific, therefore limiting what the gameplay could be.

Initial user stories

  • “As a character being chased, I would like to be able to defend myself, so that I can get away from enemies if they surround me.”

  • “As a character with unique powers, I would like to be able to use my abilities to navigate places my enemies can’t, because it would make it easier to avoid enemies.”

  • “As a character escaping, I would like to be able to understand where to go next, so that I can keep moving towards my exit.”

Updating user stories

After reviewing my user stories with my mentor, he explained how focusing on what I want the player to think, feel and do will help me consider the player’s entire experience when designing mechanics. I then developed user stories for each of those thoughts to help me design features that support what I’d like players to focus on.

Think

  • Which metal object should I use next?

  • How will the enemies react when I do ‘this’?

  • What else can I do?

Do

  • Defeat all enemies

Feel

  • Powerful

  • Resourceful

  • Humored

2nd iteration of user stories

Which metal object should I use next?

  • “As a character with the environment at my disposal, I want to be challenged with which metal object to use, so I can create strategies to defeat enemies.”

How will enemies react when I do ‘this’?

  • “As a character with powers that impact my enemies’ behavior, I would like different metal objects to have varied effects on them, to enjoy how powerful I feel.”

What else can I do?

  • “As a character with the environment at my disposal, I would like my attacks to have some spontaneity to them, so as I play I can explore what else I can do.”

Making user stories high level

After reviewing my user stories with my mentor again, he said I needed to make them more general and treat them as filters to parse my feature ideas through. He suggested focussing on how players use the environment to react and make decisions based on different scenarios. Focus on the environment also aligned with my contextual research findings. Throughout the game’s development I’ll continue to adjust these user stories to eb and flow with the game design intent and players’ experiences.

Think

  • What do I need to react to this scenario?

  • How will enemies respond when I do ‘this’?

Do

  • Defeat all enemies

  • Use their environment

  • Be reactive to different scenarios

Feel

  • Powerful

  • Resourceful

  • Humored

3rd iteration of user stories

What do I need to react to this scenario?

  • “As a player with the environment at my disposal, I want to have creative control over how I use the environment, to react to challenges in my own unique way.”

How will enemies respond when I do ‘this’?

  • “As a player with influence over my enemies’ behavior, I want to experiment with how using the environment effects enemies , to explore what else I can do.”

Next Steps in Process

Extend mechanic into gameplay loops

Play with Prism’s magnetic abilities to discover what affordances they intuitively provide players to design meaningful systems.

Develop a combat gameplay demo

Demo Prism’s gameplay in a battle arena level to showcase her abilities and platforming.