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Neon Heist

​Neon Heist is a WarioWare, where the player must perform the heist of a bank by successfully completing many mini games. It’s a project with all the promotion of Game Designer and Game Programmer. A first experience of "big studio projects".

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My job
  • Mini game Game Design

    • Mini game conception

    • Implementation in Unity

    • Playtest and balancing the mini-game

  • Balancing

    • Playtest and balancing of the macro game

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I had to make one of the mini games of the game, from start to end:  

  • Design

  • Programmation

  • Art (not my strong point I admit...)

In addition I took care of balancing the macro game as a whole.

Context

Year : 2021

Type of projet : WarioWare

Team : 2 classes : 30 personnes

Role : Game Designer

Time limit : 3 months

Constraints :

  • WarioWare

  • Doing mini jeux

  • Provide a playable prototype

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On the edge

My mini game is called "on the edge" It is simple, easy and quick to understand, plus its difficulty is easily adjustable. It therefore fits effectively into the criteria of WarioWare games.

The player must advance a character on a board from one end of the screen to the other without dropping it.

For this he must chain the triggers as quickly as possible without making a mistake in his sequence.

The number of sequences can be adjusted to determine the difficulty. Just before the mini-game, the word "Cross" appears in front of the player, with the 2 keys required to warn him of what he must do

Balancing

Once we were close to the release of the macro game, we realized that it was not balanced. We set up a balancing team of 5 people, of which I was part.

After testing the game we came up with its flaws, among which:

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  • Numbers far too big to lose the player.

  • Too high capacity purchase prices frustrating.

  • An alarm timing (leak time when the player is noticed) too hard for the player.


So we changed its numbers and retested it until we came up with a much more balanced version of the game.

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What the project has taught me

Work in a big team
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Working in a team of more than 10 people takes away all vision on the work of others, it was a first for me and it was very destabilizing not knowing what would be done with his work and the progress of the project in general. It was disturbing but formative.

I'm not an artist
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For the first time I had to take care of the graphic aspect of my mini-game myself and it was catastrophic, I now know that I would always stay away from a job that is not mine

Numbers are important

Balancing has taught me a lot about the importance of numbers in the game for the player’s understanding. They must be present, certainly, but especially on a human scale to be understandable and assimilated by the player.

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