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Mobile Game - Ballin' Brawl

Isart Digital

 

2 months

2023


Unity

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Worked in a team

 

In this bouncy free-to-play mobile game, mixing pool game and RPG elements, form a team of balls, each with unique effects to get rid of your opponents.

Concept Development

  • The original concept of the game was one in which the player had to protect the lower end of the screen through a similar ball-throwing mechanic as the final product.

  • However, this concept lacked something to make it interesting in the long term and replayable. To deal with this issue, the concept of adding in the RPG elements was the answer, adding in the abilities and the 3 classic RPG roles, DPS, Tank, Healer.

  • Most of the design work went into creating the gameplay elements, be it playable characters, enemies, or environments.

 

Used tools

  • During the design of this project, Discord was our main communication platform, while Figma was used as the main working environment for the design.

  • We have also used Git, through the app Fork, for handling the different branches of our project.

  • We have also used Google Forms connected to Google Sheets to automate Quality Control and bug reporting as much as possible.


Features I worked on

  • During this project, my role in the team evolved many times during of the project.

  • To start, I participated in the conceptualization of enemies during the first week of the project.

  • Then, my work was concentrated on the drafting of Game Design docs, in particular the Users Story and the Retention Features of our Economic Game Design document.
  • Once this passed, my role was to conceptualize and write through an Excel document the First Time User Experience for Ballin' Brawl.
  • My next job was to create an excel document listing each sound that would be implemented in the game, followed by the looking for these sounds, which were then implemented by other members of my team.
  • Finally, during our last shift, my main role was in Quality Assurance, during which I was one of the main bug testers of the team.

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Encountered difficulties

  • Having learned from difficulties previously encountered, a major effort during the development of this project was put on avoiding Overscoping in order not to overload oneself with work. Of course many features could not be implemented, but the decision to cut in relation to this was much better handled than in previous projects.

  • The project itself, having had a good atmosphere and communication between the members of the group, took place without too many difficulties, apart from multiple critical bugs which were difficult to resolve during the Quality Assurance phase at the end of project, which almost jeopardized the game. Faced with these bugs, I found myself working more closely with the Game Programmers in order to help find the sources of these critical bugs.

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What I learned

  • The three important learning axes of this project for me were the work in Mobile Game Design, writing Game Design documents, and Quality Assurance.

  • LinkedIn

© 2022 by Vincent Dupont of Dinechin. Created with Wix.com

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