
Doodle Jump Space Chase
Doodle Jump Space Chase was created and is currently being supported by a team of 15 at Hugo Games Nottingham. I am one of three designers on the project.
My role includes a variety of design related responsibilities everything from key mechanic design and core loops to analytical reports and action plans based on FTUX funnel drop off points.
Whilst my time has been spread across a number of design tasks the majority has been focused on level design, and in particular the creation in Unity of platforming sequences, collectable formations and simple timing based puzzles. As well as this I have been creating plans for limited time Events to boost monetisation and retention.
*Art by Josh Kubik - check out more of his work here - joshkubik.co.uk
Level Design
-
Designing and establishing the rule-set for creating level content.
-
Outlining a modular system of level design that allows for level content to be quickly recycled and adapted for new visual themes and styles.
-
Creating documentation for Level "beats" and features ensuring that level content does not become repetitive. Click here for an example sheet
-
Creating and iterating on level layouts and sections in the Unity engine.



Event + Community Content
-
Outlining the purpose of Events within Doodle Jump Space Chase as a vehicle for players to engage in exclusive content without the need for new levels or game features.
-
Creating the themes and scenarios for these Events as well as the player's objective.
-
Overview of progress through Event content by balancing reward tiers for casual, average and engaged players. Click here for an example sheet
-
Below you can see an example of the Space Marshal event. This event would reward players based on how many monsters shot. It ran for 3 days each week and was active within the same space as the core game. Completing reward tiers by shooting monsters would give the player in game items and if all tiers were completed an event exclusive outfit for the main character.



Other Design Aspects
-
High level progress estimates for casual, average and engaged players through the FTUX and beyond.
-
Outlining core system functionality such as Gacha rewards, Consumables and a Lives system.
-
Dynamic store functionality and systems that record player behaviours to present them with offers they're most likely to purchase.
-
Core game loops, fine tuning and balancing in-game economies and systems.