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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

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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

 

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Size Matters App Icon

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INFO

Core Gameplay Loop

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.

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.

 

We have level/environment skins players can unlock with in-game currency.

In the shop:

 

We have unlockable characters bought through in-game currency.

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.

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

             |      Regular size test        |       Large size test       |      Small size test       |

PROCESS WORK
size change
monetization
tutorial chunk
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