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Dioravity

Dioravity project is a mobile puzzle game based on gravity.

The rookies - Rookies Awards - Finalist - Game of the Year | Mobile

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My job
  • Game designer

    • Design of the game's puzzle mechanics

    • Production of Game Design documents

  • Level Designer

    • Design of the game's puzzles

    • Production and integration of game levels

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I had to imagine the game mechanics and create the levels before integrating them into the engine (Unity).

Context

Year : 2022

Project type : Mobile

Team : 3 Game designer, 3 Game Art and 1 Game Programmer

Role : Game Designer / Level Designer

Time limit : 3 months

Constraints :

  • Mobile games

  • Make a prototype

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The rookies

Dioravity is a project we proposed for the Rookie Awards - The Rookies - Game of the year | Mobile 2022

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Dioravity qualified as a finalist for this award.

Puzzles

The game's puzzles are based on gravity. The goal is to manipulate a diorama in order to use gravity to solve them.

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The possible manipulations are:

  • The 3-dimensional rotation of the diorama.

  • The possibility of freezing interactive elements preventing them from feeling gravity.

  • The ability to transport interactive elements onto others, in order to destroy obstacles.

The goal is to use gravity as much as possible to allow the player to have fun.

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On the other hand, these puzzles ended up being too difficult. Here I started to learn how to simplify my mechanics for the benefit of the player experience

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Dioramas

Dioramas are our play environments, they represent small worlds in the same graphic style but very different from each other.

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Each world will have a unique theme which will exploit a particular mechanic of the game. All the mechanics are used in each diorama, but only one is at the center of the experience and the challenge.

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The goal of the game is to rediscover the feeling of having a toy in your hands that you manipulate for fun. Impression well represented by the prototype of the game.

What this project thas taught me

Support
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This project taught me to work on a new type of support, I had very little experience with this type of design. The experience was conclusive, with the design of suitable mechanics, and efficient.

Simplify, damn it
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Making puzzles is cool, making puzzles adapted to your audience is better. I relied too much on my feelings and the feelings of the experienced tester we had at our disposal. We are regulars, both of the genre and in addition to the mechanics, we had to take a step back and adapted our puzzle to our more casual public.

And if ?
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Having a project selected for an award allowed me to understand that my work could be recognized, and that I was really starting to become a Game Designer.

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