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"Space Harvest" offers the player a game experience that allows him to visit different worlds in a space journey accompanied by the main character: "Tino". The latter is a botany enthusiast that travels to save and preserve as many plant species as possible in this hypercasual mobile game, which features some casual mechanics specially aimed to strengthen long-term retention and loops.

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Using a pad, the character will emit an oxygen burst in the direction of the input, which will allow him to move in the opposite direction. This action consumes oxygen, which is also consumed slowly by the protagonist. In order not to succumb, the player must collect oxygen cylinders scattered throughout space, avoiding various obstacles.

Each game is divided into a sequence of procedural missions.

Outside the main gameplay, the player will have the opportunity to spend the currency acquired during the missions in order to buy upgrades for their character, in order to facilitate future games.

Genre: Hyper causal endless game

Team Size: 14
Engine: Unity
Platforms: Mobile

Role(s) and responsibilities:

 

Game Designer:

  • Designed the player's movement input system

  • Designed mechanics that promote player's retention

  • Designed player progression tied with the game store (in-app purchases)

  • Designed the first iterations of the game's UI / UX

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Level Designer:

  • Designed mission types

  • Established world parameters 

  • Designed game missions and their procedural parameters 

  • Designed game objects and their statistics

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level designer

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Game Designer

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Being our first mobile game, the client ( Bad Seed ) asked us to design a hyper casual mobile game with a very simple loop that promotes in-app purchases and player retention. 

As a designer, I designed the base mechanics of the game, such as the input system, which is inspired by the game "Heat Signature" in which the player emits oxygen in short bursts in order to move in the opposite direction of the burst.

As requested by our client, I designed the game's retention by adding various types of rewards, from daily login rewards to in-game wheel of fortune or social interactions like a share system. I also designed the in-game store which allows the player, using in-app purchases, to add currency. This currency would be used to buy or upgrade Tino's suits. 

I also designed the first iteration of the UI / UX gathering and planning all the information architecture of the interface. I later established the sizes, priority and affordability of the various parts of the interface.

During the development I designed the various mission types that the game offers. I established the world's parameters such as the playable area and the game objects of which is composed such as the space debris, oxygen canisters leaves (in-game currency) and all their relative values (spawn rate, distance, types and sizes).

On top of that, I designed the parameters of the mission's objectives (distance to the player, number and position).

Downloads

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