Pack Pets is a two man project created by my partner Thomas Uster (engineer) and me (designer). I was responsible for all concepts, game design, art, story, writing, mission scripting, and UI/UX.
Pakka Pets - an adorable and weird pet sim adventure for iPhone.
Pakka Pets is inspired by Tamagotchi (those crazy 90s virtual pets) and Pokemon. Your Pakka Pet exists in real-time, so even when your phone is off or in your pocket, your pet is going about its daily life- eating, pooping and taking naps, and of course, missing you! Everything you do affects which pet it will evolve into, from baby to kid, teen and adult. There are 70 Pakka Pets to discover, and it takes real experimentation to discover the rarest pets.
While raising your pet, you’ll be crafting and unlocking hundreds of rare foods, going on quests to help the Pakka Kingdom residents, designing your room from hundreds of collectible decorations, unlocking new locations to explore, games to play, and discovering TONS of secrets. In a sea of clones, Pakka Pets stands out as one of the most unique games on Apple's platform- there really is nothing else like it. (How many other games have sewer-dwelling philosophers, edible ghost food, and time machines all wrapped up in a cute and silly world?!) It combines the genres of RPG, old-school pet sims, and collection/decoration focused life-sims to create something that is brimming with personality and unique charm.
Key Features, Design & Systems:
Please see descriptions of each system in the caption below their screenshots.
Pets & Behaviors
Pets exist in real time. Designed to mimic a real pet, the pet's systems takes into account how many hours of sleep they get a day, their diet, how much attention they are given. They react to their environment, become unhappy when left alone or in a messy room, and can even refuse food when made too upset.
Mission-based quest system. Complete quests to earn currency to unlock new areas of the town, where new quests and new characters are available. Content hinges on diversity of characters and interesting storytelling. Quests make use of all game systems to create diverse situations.
Mini games and unlockable mini-areas where players can explore and farm for items and hearts, the main game currency.
Rotating store selection between hundreds of items (food, decorations, pet care/misc). The stock is constantly rotating every few hours, adding a fun time pressure to any awesome finds and making it extremely rare to ever see the same item twice. Every purchase lowers the timer unit the next re-stocking.
Design your room with hundreds of decorations, wallpapers, flooring, windows, doors, etc.
Crafting system that allows you to combine any three items in the game (even if it's not food). The results and their probabilities are dynamically calculated using a tag system and power levels that feel natural from the ingredients. There are hundreds of items in the game. The discovery of new items adds to the collection mechanics.
Choose An Egg
Each egg contains an entire evolution tree of pets. Each egg has tremendous replay value, as your care will make your pet evolve differently through each stage of its life (baby, kid, teen, adult).
Refer a Friend
Refer friends through Facebook to get in-game rewards.
Sketches and designs for some of the mission-based/RPG style unlockable areas of the game.
ROTMG is the first Co-op MMO bullet hell shooter. Team up with dozens of players, explore and participate in massive battles.
New combat system designs, new gameplay features, monetization, new class designs, secret bosses and areas, new item design, supervised UI and UX for all new features.
Combat / Feature Design:
Class-based combat, designed for massive cooperative battles with up to 80 players. Each boss, level and feature is designed to help augment the cooperative nature and give the players tools to use in combat to support each other's play.
Each player is also able to raise creatures as support characters, breed them to develop and exchange skills, and level up their abilities. These support characters can be customized by cross-breeding abilities to create dozens of unique battle behaviors.
Dungeon / Level Design:
Designed dungeon mechanics, bosses, combat, scripted all enemies, scripted dungeon layout algorithms and some art.
Almost all of the content in the game was made or supervised by me (very little content has been added since I left in 2013). Because of this, I’ll be picking a few examples to mention below rather than go over everything I did.
Co-op online role-playing game created by Three Rings Design and published by Sega. Stranded on an alien world, you must explore the ever-changing Clockworks beneath its surface.
Candlestick Keep, series of levels
Designed the entire launching dungeon series, enemy encounters, puzzles, dungeon layout rules. This included about 80 battle/puzzle and miscellaneous rooms, as well as the assembly rules telling the game how to dynamically build dungeons out of them. I also was responsible for the aesthetic design of the levels.
This content was designed to be played by 1-4 players cooperatively.
“These haunted grounds are all that remains of the once prosperous Owlite Academy. Though now overtaken by Spookats and other undead horrors, Knights will find Owlite ward candles scattered about the Keep that will save them from what lurks in the dark." – Spiral Knights Wiki
In addition to general puzzle and combat, Candlestick Keep was home of the Spookats- a unique, invisible enemy that had to be kept at bay by staying in the lighted areas of the level, lighting candles, or carrying light orbs.
RGB Warped sends you to an insane psychedelic world based on classic 80's arcade games. In this bizarre adventure, you'll be dodging giant centipedes, escaping from rogue playing cards, avoiding meteors, and running from giant floating heads.
Music: Niv Bavarsky + Cam Floyd, TEEEL and M.O.O.N