Ressolve Steps

Total production time: 3 months

A solo developed game, published on the Steam platform for free. All of the assets used in this game were created by me.

2

Production Objective:

To understand the general workflow of game production, and to gain knowledge not only in concept art, which is my specialty, but also in programming, effect design, and motion design from various perspectives. This will enable me to understand and smoothly advance projects with colleagues from different fields upon joining the company.

And because I focused on the objective solely, which is to know the development flow and the 3-month deadline, the quality of this game did not meet my standards; however, I believe I got lots of growth from this project.

Work Flow

1

Brainstorming Ideas and Concepts

Thinking about Core Mechanics and Experience:

What do we want users to experience by playing our game?
What do we want to convey through the game?

Concept Sketch

Visualize ideas and concepts.

What’s the completed game look like?
What is the worldview?

3

Creating Core Mechanics

Start assembling the framework in the game engine and build the foundation of the game, with only core mechanics. (Prefab making, core scripting, etc.)

4

Motion

Adjust the movement of structures associated with character movements and player actions.

5

UI / UX ・ Menu

6

Audio ・ VFX

Adding convincing VFX and sound that accompany the phenomena and textures to the components.

7

Shipping to the market

Brainstorming Ideas and Concept Sketch

  • Create in 3 months

  • Simple / Minimalistic

  • Modern

  • Puzzle game, but enjoyable and satisfying just by pressing buttons

  • Action and Thrill

1, 2

= A 3D puzzle game with ASMR-like elements where platforms disappear as you step on them.

Step on all the checkpoints within the map to unlock and reach the goal.

Creating Core Mechanics and Motion

Scripting:

  • Player controller

  • Camera controller

  • Grid System

  • Tile Dissolve

  • Check Point

  • Game Manager

  • Ghost Object

  • Player Motion

Prefab:

  • Player Character

  • Tile

  • Ghost Object

  • Check Point Tile

  • Goal Tile

3, 4

Since the player is a box and its movement is simple, like rolling dice, I decided to control the movement with scripts rather than creating motion with rigs this time.

UI / UX Design

Create UI Objects:

  • Title Mode Select

  • Level Select

  • Settings

  • In-Game

  • Pause

  • Level Creation

Creation of button functions associated with each UI, camera scripts, and game controllers (operation reception) customization associated with the UI and game situation. And wiring them accordingly.

3, 4

Visual Effect ・Material

Visual Effects with Graph:

  • Check Point Ripple

  • Goal Locked / Unlocked

  • Respawn

  • Foot Step

  • Atomosphere

Material:

  • Goal

  • Check Point

5, 6

Shipping to Steam

Store Assets:

  • Logo

  • Installation package

  • Library asset

  • Listing fee

  • Approval From Valve

  • Store page setup

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