GumGum Cup

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GumGum Cup

Role
Game Designer, Level Designer & QA Tester
Team
16 people
Period
September 2023 to May 2024
Engine
Unreal Engine

In GumGum Cup, take part in the great bubble gum tournament, right in the middle of a science fair! Use your skills to stick, slow down and block your opponents, and knock them out of the arena to win the cup!

My contributionGame Designer in a team of 16, alongside two other Game Designers: documentation, level design ingredients, tutorial and playtests.

  • School project
  • End of Studies Project

My work

Documentation

Documentation

Designed the document layout, then wrote the Game Design Document, Game Concept Document, Game Mode Document, Level Design Document, Control Document, playtest feedback reports and the Game Artists' asset list. Built a moodboard for the world and the art direction.

Level Design

Level design ingredients

Design and metrics of the Level Design Ingredients: bomb (my idea), geyser, moving platform and hatches, each with its warning signs, values and edge cases. 3D blockouts of several arenas in Unreal Engine 4.

UX

Tutorial and FTUE

UX research and design of the First Time User Experience. 2D level design of the tutorial in Illustrator and Miro, then 3D blockout in Unreal Engine 4.

QA

Playtests and testing

Organised 3 open playtest sessions, announced in advance, with two dedicated forms and a feedback summary document. Tested builds and tracked bugs in Jira and Google Sheets.

ResultThe feedback led us to tweak many metrics and improve the overall player experience.

Presentation

Presentations

Presented the project at the Concept milestone, then made and presented the Beta milestone video.

Documentation

There were three Game Designers on this project. The starting pitch was very simple: a physics-based party game, with bubble gum as a toy. No core mechanic was imposed, which gave us a lot of freedom. After several brainstorms, we built a cross-table of mechanics to compare their combinations and synergies, and to spot the most versatile ones to prototype. The game pillars of the Game Concept Document guided all of this research: every mechanic was designed from them.

Game Design Document

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Controls Document

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Visuals

Credits

Game Designers : Léo CARRIER, Esteban AGHA, Raphaël MACHADO DA COSTA

Producers : Alexandre GUIMBEAU, Jordan HARINGANJI

Gameplay Programmers : Anita NGUAN, Mathis GOLDBERG, Samuel HOARAU

Game Programmers : Noé MOUCHEL, Sasha LEGRAND

Sound Designer : Régis ROYER

2D Game Artists : Thibault CAVAROC, Julien DA SILVA

3D Game Artists : Lauriane HÉMON, Lucie BODOQUE TRAN, Élise MONCOURIER