top of page

6

4

3
SIZE MATTERS
Placing 1st in the Great Canadian Appathon 2014, this lighthearted endless-runner revolves around a size changing mechanic that allows navigation around and through obstacles. This game was originally created during my second year at UOIT, for the Great Canadian Appathon 2014 under the theme of "fantasy". It ended up winning $25,000, and mentorship from XMG Studio for further development.
Placing 1st in the Great Canadian Appathon 2014, this lighthearted endless-runner revolves around a size changing mechanic that allows navigation around and through obstacles. This game was originally created during my second year at UOIT, for the Great Canadian Appathon 2014 under the theme of "fantasy". It ended up winning $25,000, and mentorship from XMG Studio for further development.
AWARDS

Game Team
Size Matters Friend Boat
Game-Engine Unity
Role
Game Designer, Lead 2D Artist & Animator
Team size 4 Time 48 Hrs
Game Team
Size Matters Friend Boat
Game-Engine Unity
Role
Game Designer, Lead 2D Artist & Animator
Team size 4 Time 48 Hrs
Download
INFO
Core Gameplay Loop

Size Matters Core Gameplayloop
Exploration and codification of core gameplay Loops
SIZE CHANGE
Size Changing also has the secondary property of effecting jump height and fall speed.
A slider on the left side of the screen changes the scale of the player character.

Slider
LARGE
Being large, represented by the green part of the size slider, allows the player to smash through cracked tiles. It also limits jump height and increases fall speed allowing more precise navigation through obstacles as the game speeds up.
REGULAR
Being regular size, yellow on the slider, simply allows one to manage certain gauntlet of spikes and rising steps in terrain.
SMALL
Being small, represented by the red section of the slider, allows you to slip under and through tunnels in obstacles and scale tall obstacles with a heightened jump.
PROCESS WORK
Players have the option to pay real money for in-game currency, allowing any extra item in the shop to be an added point of pressure to spend real money.

Real money for in-game Currency
We have level/environment skins players can unlock with in-game currency.
In the shop:
We have unlockable characters bought through in-game currency.

Character Select

Stage Select
Player scores get ranked on leaderboards to push player retention and to influence players to spend real money for in-game currency to boost progress to a better rank.
Currently we have Ads play after runs at a fixed appearance rate.

Score Screen

Title Screen
MONETIZATION
A cool concept I made sure to keep around for future games was the "tutorial chunk", in which a set chunk of obstacles is always spawned in the beginning of any random run. It makes sure the player is tested and warmed up on the most basic mechanics (ie. normal size, large size, then small size) before any meaningful part of the run. This chunk also functions as an effective reminder of mechanics for returning players after a long break from the game.
TUTORIAL CHUNK

Size Matters Tutorial Chunk
| Regular size test | Large size test | Small size test |
PROCESS WORK
size change
monetization
tutorial chunk
bottom of page