Bambo
Made in a 31 hour Game Jam: February 10 – 11, 2017
Tools Used: Unity2D, Visual Studios
Group Size: 19
My Role: Lead Designer/Level Designer
Tools Used: Unity2D, Visual Studios
Group Size: 19
My Role: Lead Designer/Level Designer
Game Description:
“Bambo” was the creation of a Game Jam game made in 31 hours. With the Jam’s theme being impending-death and the team already settling on a 2D local multiplayer, I pitched the game idea and worked with the programmers and other designers to design, prototype, and balance all the features.
"Bambo” is an asymmetric multiplayer game where 3 players play as fleeing human targets while 1 player plays as Bambo, a Revenge-crazed adaptation of Bambi with a rifle. Bambo's goal is to kill all the human players before they can reach the top of the level while he quotes cheesy 80's action movie one-liners. The fleeing human players must keep up with the camera which moves vertically along the level. If Human players reach the bottom of the screen, the fire will consume them. the Bambo player moves a reticle sight around the screen and tries to eliminate all players by shooting them.
Once a Human player dies, a tombstone with their number on it will down randomly throughout the level. If a living Human player catches the falling tombstone, the dead Human will be brought back to life. More Humans on screen mean more targets, increasing each Human player’s chances of survival from Bambo’s cross-hairs. However, only 1 Human can successfully escape by reaching the helicopter at the top of the level. This deeper engagement of asymmetric gameplay for the Human players complicates moments of teamwork for interesting scenarios.
My Contribution:
- Pitched and designed game's initial gameplay & direction
- Led development of team of 19 with another lead designer, ensuring proper assets were being made and submitted on time
- Worked closely with all discipline leads (art, design, programming, sound)
- designed game's level, starting from paper concepts, to block-out and testing/iterating stages, to final asset implementation until it was ready for release
I designed the level to account for player balance since it was an asymmetrical multiplayer game. I ensured the platforming increased in difficulty and was fun and unique, while also ensuring the Bambo player nor the Human players were too over-powered or under-powered. I also added art assets, scripts, and other features once they were finalized into the level.