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That Potato Game

ROLE

Systems Designer

DESCRIPTION

Designed abilities and systems to support observatory level and puzzles. Worked closely with programming to improve and implement existing abilities, narrative systems, camera system, and controller support. Added to the tutorial and player learning experience. 

YEAR

2023

GENRE

Exploration/Puzzle/Platformer

Engine

Unity

Team Size

12

Grab Rework and Electricity

When I joined the team, the idea of an electricity-based ability was already present, but using technology seemed out of place in the game's setting. I helped change the mechanics to work with a more magical source of electricity by making the player's electrical charge temporary. 

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Additionally, the grab ability needed to be improved, as it was buggy and players found little use for it. To increase usability, I detailed a new version of the system that allowed players to throw objects. I also worked with the programmers to create a solution to the bugs being caused by the arm's rigidity by altering the design of the arms' physics. 

Codex

One of the main systems that I worked on was the codex, a menu system that allowed users to view their achievements, progress in the game, and unlocked narrative entries. 

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Whenever the player unlocks one of these codex entries, a popup will appear to notify them of it, but further details are stored in the codex. This means that players only need to read through the narrative if they want to take the time to do so. Players also simply wouldn't have enough time to read all of the content if it was in a popup, and stopping the game to make them read something would run the risk of breaking immersion. 

Camera and Controller Support

Adding controller support and camera control were some of the most requested features from testers. When I joined the team, the primary control method was mouse and keyboard. The camera followed the player with the option to hold down right mouse to control it, but this felt awkward to players. 

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Upon implementation, controller usage immediately felt better than mouse and keyboard, so it ended up being our primary control system. This also meant that a large amount of additional UI was needed to reflect the controller bindings, which I worked with art and programming to implement in all of the correct places. 

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Allowing the player full control over the camera also felt much smoother, especially with the added controller support. Players really appreciated being able to look at the environment around them in order to see key puzzle objects rather than being forced to only see what is in front of them. 

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