HouseKeeping
Group Project (2022-23)
2-4 Player Couch Co-Op PC game
Developed over course of 9 months in Unity
2 teams - one of cats, one of housekeepers - battle for territory control of a house
Housekeepers clean the house, cats wreck the house, mutual sabotage of chores
Akin to Overcooked or Moving Out but as a team-vs-team battle
Each level adds a new chore mechanic which the teams fight to possess
Served as Senior Game Designer on team of 10 developers and artists
Timeline
Project work started in November 2022 on a team that was meant to consist of two other designers, one of whom was also the creative lead, but after their departures from the team, we had to massively tighten our scope and restructure the group to meet our deadline.
I acted as senior game designer, functioning as the head of a 'design committee.' This meant changes had to be approved as a group, while I acted as a tiebreaker on votes and was in charge of maintaining documentation, identifying issues, and proposing solutions/options for approval. Feasibility concerns were consulted with the producer and lead programmer, and adapting or prioritizing mechanics for their feedback.
Losing two members meant I had to 'design down' the game to prevent scope creep. This constraint, in tandem with a goal towards playtesting early and often (and my own insistence on ABI - Always Be Iterating), let us run through multiple potential mechanics in a short space of time before finally coming to consensus on what would be our pillars.
We started with essentially an inventory management game, where all players were on a single team and it was simply a race against time to complete as many chores as possible by managing tools and coordinating with teammates verbally. It became clear that the more fun aspect would be having something sabotage your progress, and specifically letting other players do the sabotaging, and it was these early tests where the keepers spent most of the time chasing the cats instead of their chores where I knew we had found the main fun sensation to target.
Accomplishments
Narrowed down initially brainstormed chores into list of features that could feasibly be built.
Simplified game mechanics from its initial inventory system into a loadout system to class system to a large set of tools and then down to its final form of 4 main tools. This was in response to playtesting feedback of either not being able to parse what items were, or having too many possible uses.
Pared out unnecessary or non-viable features like remote multiplayer, random mini-games, a time trial mode, and random events.
Identified a suitable camera rotation and height to work with the isometric view.
Found a Unity Package for UI - colored outlines indicating team control of chores in the house, scripted system for outlines to 'bloom' in size to indicate player interactability.
Adapted to players' issues of onboarding by helping build tutorial system, including listing what players needed to know (objectives, teams, controls, UI) and writing onscreen text prompts for said objectives. Also voiced the Boss character delivering said lines.
Full Tutorial Dialog Script + Phases
Tutorial: Button Prompts
Unity Inspector - Custom Outline Element
Found Outline script package on Unity asset store, added functionality for secondary 'Highlight' Outline Width, which pulses during the tutorial and enlarges the outline when player is in range of interacting with the item
Tutorial: Outlines Indicator
Design Documentation
The 'Chipset' is a spreadsheet system of my own design which helps to organize systems and structure of gameplay in a rigorous format inspired by Tracy Fullerton's Game Design Workshop, with some modifications for the new format
STRUCTURE: Denotes top-level structure of the game - player count, pitch & premise, player count playstyle etc
GAME ELEMENTS: Breakdown of game objectives, rules, controls, resources, and conflict. Delineating rules by their restrictions and effects helped close loopholes, such as needing there to only be one floor of the house or changing the tool system from a loadout to one-at-a-time
GAME LOOP: Details the moment-to-moment gameplay (each row going left-to-right) of game objective, obstacle, player action, and feedback on that action
GAME OBJECTS: Comprehensive list of every tool, chore, and item in the game, annotated with that object's properties, behaviors, and relationships
TOOL RELATIONSHIPS: Linear depiction of tool-to-chore relationships in game, used to devise the help screen
Design Spreadsheet
