Case Study: Pre-production

Blue Sight collaborates with clients from the very earliest stages of their game development. Xoomo came to us at the pre-production stage to add broader experience and depth at the initial stages of establishing the direction of a new game. Our level design lead Justin Stevenson created and distributed Game Design Documents (GDDs) to provide insight and direction. He enjoyed working with a new team and was delighted to be given the responsibility to handle the level design and game design.

The original template had been an endless runner on one track using drag controls. For greater flexibility and accessibility Justin proposed the idea of introducing a three lane system with swipe movement. In addition, endless runners all need some form of an obstacle. Justin recommended different types of danger orbs ranging from moving orbs to fake orbs that would procedurally spawn on the track.

During the pre-production phase, he wrote up the GDD for the endless runner. This included providing rough sketches for the Heads Up Display (HUD) using Krita and he designed the level scaling and speed through tables. He also tackled the economics of the game and regulatory issues. As the game involves gambling and real money, it needed to be designed from the outset for fair consideration of refunds and In-game tickets for those given disadvantages.

After the pre-production phase Justin moved on to the task of creating modular pieces for the track to be used in the game. This involved 3D modelling pieces of geometry in Blender and porting into Unity.

Blue Sight Games
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