Before I left Canada, I’d responded to an ad for a Sports Game Designer at GameLoft, a company that makes games for cell phones. Recently, they sent me a game design test. Here’s the test, and my answers to it.
* * * * *
Goals:
- Define the basic elements of a game matching this particular context.
- Integrate the elements into a rough level map.
- Evaluate your knowledge of the mass market and casual games.
Part One
The goal of this section is to test your knowledge of the North American wireless game market and the future of the game industry.
1.1. Industry Trends
Name one emerging trend in the North American mass-market (from TV, fashion, music, etc…) and provide a brief summary of what makes this trend popular.
Two trends of note:
- Reality TV: Although “reality” (or non-scripted) television shows have been around for decades, they have experienced growth beyond all previous proportions in the past several years. Viewers identify with the ordinary people who are chosen as participants and then become famous.
- “Recycled Celebrity”: Formerly famous people emerge from the depths of obscurity in an afterglow of celebrity. “The Surreal Life” is perhaps the most dependent on this, but additional examples include the use of the ex-stars as judges (Paula Abdul on “American Idol”), hosts (Rachel Hunter, Lorenzo Lamas hosting “Are You Hot?”), or in shows of their own (Ozzy Osbourne, Anna Nicole Smith). This seems to work either because people like to see how the mighty have fallen or because they loved the star in question and are welcoming them back.
Write a one or two sentence description of a 2D platform-styled video game based on this particular trend.
Has-Been Castle: Choose one of three contestants to run the gauntlet of former stars to win a prize of $1 million. Each level in the game is themed based on a particular former star.
Do you feel that the platform-styled game is the best genre for the trend you selected? What other types of genres could you envision for this game? If given a choice, which style of game would you prefer to design?
The platform game is the classic way to approach this kind of game idea. Other possibilities are a first or third person shooter, or a scrolling fighting game, a la “Smash TV” (Williams, 1990). I don’t have a strong preference between these styles of game; they all have a great deal of potential for fun. I think that a platform game is a better choice if the target is the casual gamer, because it’s a simpler form of gameplay.
1.2 Target Audience
If you were to create a game based on the trend you mentioned earlier, who would be the target audience and briefly explain why?
This would most likely appeal to a young adult demographic. Reality shows (Celebrity Mole, Dancing with the Stars, etc.) that focus on celebrities do well in the Teen and Adult 18-35 demographic.
What are some elements or features that would help a game appeal to a wider audience?
The game could be tuned to specific audiences based on the stars that were selected and their degree of previous celebrity. For example, Danny Bonaduce (The Partridge Family) and Sherman Hemsley (The Jeffersons) would appeal to an older demographic. Bonaduce has a wider appeal because he’s been more active recently (recurring character in the early seasons of That 70s Show). Luke Perry (Beverly Hills 90210) would be a better character for a younger audience. Tommy Lee (Motley Crue) would have a wider appeal than, say, MC Hammer, because Tommy has a new reality show coming on the air this fall.
1.3 Video Game Market
In your opinion, do you think that the traditional platforming game is in the decline? Use whatever data necessary to help explain your answer.
For me, “traditional platform” game is a 2D game along the lines of Donkey Kong, Prince of Persia, or Super Mario Bros. By this definition, platform games are in decline on PCs and the major consoles (Xbox, PS2, GameCube), having been supplanted by 3D games such as Sonic the Hedgehog, Crash Bandicoot, or Prince of Persia: The Sands of Time, or, to a greater extent, the first person shooter (Unreal, Halo, etc.)
Two markets where traditional 2D platform games are on the increase are the wireless market (Splinter Cell: Pandora Tomorrow, for example) and online gaming (Panda Craze on Zone.com, for example). The greater restrictions on games, due to lower processing power and smaller program space requirements, make these markets a natural fit for this older game genre.
What game elements or features could you introduce to help this game appeal to a casual gamer?
This breaks into two parts. Before the sale, the casual gamers can be attracted by careful selection of the has-been celebrities. Licensing the likenesses of the characters for use in the game may be beneficial, although broadly recognizable parodies would work just as well for game play purposes. Music licensing may also be a selling point.
Post-purchase, two key points for the casual gamer are: careful introduction of new gameplay mechanics will help keep the user’s skill level matched to the challenge of each new game level. Second, the play sessions of casual gamers are shorter than hard-core gamers; the ability to save in any location is a key feature. (If, for technical reasons, saving anywhere is not possible, then frequent save points are required.
Part Two
The goal in this part of the test is to define the essence of a 2D platform game. Your game should be based upon your answers from part one of the test.
2.1 Main Character and Abilities
Write a short description of your main character. (No drawings or pictures are needed for this part.)
The key theme of this game is defeating the former celebrities, so the user’s character is Everyman. Actually, Everyman or Everywoman: at least two characters should be available for the user to select. There will be no difference in the abilities of the characters; simply different graphics to customize the character for the user’s preference.
Briefly describe the character’s universe and an environment for a level of the game.
Universe & Game World: This game should have something of the feel of the television show MXC, on Spike TV (or, more to the point, the feel of what I imagine the original show, Takeshi’s Castle, to be like). Each has-been celebrity game level should have two or three levels, with enemies and obstacles that tie into the celebrity’s story.
For example, Danny Bonaduce is famous as Danny Partridge on The Partridge Family, and also as a radio DJ. In his area of the game, the user would play through three levels: one would be a Mario Bros. style area, visually similar to the Partridge family house, where the user is chased by partridges; another where he’s on top of the Partridge’s multicolored bus, jumping over and crouching under obstacles; and a third where he’s running through a radio station trying to get to the studio, where there’s a final confrontation with Danny.
In addition to the basic move set, the character must have three special abilities or skills. Define 3 of the special skills that your character will use during gameplay.
Your character must have the following basic abilities:
- move to the right
- move to the left
- jump
- crouch
Ability/Skill #1: Missile Attack
User collects a power up that allows him to fire missiles at enemies. The nature of the missiles and their effect varies with the celebrity whose level is being infiltrated and the enemy on which they are used. In the Danny Bonaduce level, the missiles are musical notes. This immobilizes “Screaming Fans” and destroys one segment of a “Partridge Train.”
Ability/Skill #2: Camouflage
Changes the user’s appearance to that of the celebrity who owns the level. Limited duration, causes level’s defenses to ignore the user, excessive use may cause “Screaming Fans” to appear and chase the user.
Ability/Skill #3: Ego Tantrum
User collects power-ups that allow him/her to throw an ego tantrum, which causes enemies to cower (effects vary: some enemies will retreat, others will become vulnerable or immobile). Lasts 10 seconds.
2.2 Controls
CONTROL SCHEME: Define the control scheme given the following constraints:
- You can only use a 4 direction pad and 2 action buttons.
- No double input! (Can’t hold down two buttons at the same time.)
| Action | Button |
|---|---|
| Move to the right | Right |
| Move to the left | Left |
| Jump | Up |
| Crouch | Down |
| Special 1: Missile Attack | Action Button 1 |
| Special 2: Camouflage | Action Button 2 |
| Special 3: Ego Tantrum | Double tap on Action Button 2 (if Ego Tantrum power-up has been collected) |
NOTE: Directional buttons can be pressed in sequence for varying effects. Pressing Right and then Up causes a jump to the right. Pressing Left and then holding Down causes a crawl to the left.
In your opinion, what are the particular problems that are introduced by the lack of double input controls in a 2D-platform game?
The biggest issue is the restriction on the directional use of abilities. For example, if you have a missile attack, you can only fire in the direction that the character is pointing if there is no double input. If you had that ability, you could fire above or below the horizontal. Similarly, it’s harder to jump left if you cannot hold the left button down and press jump.
How would you try to solve the problems that you mentioned in the previous question?
By using sequences of inputs, the issue can be partially mitigated. For example, if you press the left button, then press the jump button, the user can jump left. Or, if the user presses up (jump) and fires his missile weapon while airborne, it can have a similar effect to shooting up. This becomes a little tricky, in that the maximum time lag between the two button presses has to be carefully balanced.
2.3 Gameplay Elements
SURFACES: Define at least 3 surfaces that will be used for your level and explain their properties.
- The basic surface for you level is solid ground.
- “Air” and “empty space” do not count as surfaces.
Surface #1: Rubber
Properties: Can be used on walls or floors. The character can jump into a wall and be bounced up and away from the wall. On floors, the player can jump and be bounced higher than his normal jump height.
Surface #2: Ice
Properties: User will not stop when movement button is released, but will slide all the way to the other end of the ice. If the ice runs all the way to the wall, the user will bounce off the wall and slide to his start. (NOTE: An ice floor that leads to a rubber wall causes the user to bounce and slide back at twice his initial speed.) Also, the user cannot jump while on ice.
Surface #3: Conveyor
Properties: User’s speed is cut in half when moving in the opposite direction of the conveyor, or is doubled when moving in the same direction as the conveyor.
Surface #4: Glass Wall
Properties: User can break through the glass wall if he is moving at double speed (either on conveyor, or by bouncing off rubber wall on ice floor.
INTERACTIVE OBJECTS: Players must be able to interact with objects throughout the level. Define at least 2 interactive objects and describe the effect they have on the game world.
- Objects can have whatever effect you would like – the character can reach new places, collect bonuses, regain health, destroy enemies, etc…
- Examples of interactive objects in other games would be the barrels in Donkey Kong Country, the pipes in Mario, or the plums in Rayman.
Object #1: Guitar
Effect: Allows the user to fire missiles (musical notes) at enemies.
Object #2: Switches
Effect: Changes the configuration of the level. For example, a switch would move, add, or subtract a platform.
ENEMIES: Your game world should have other characters or units that try to prevent the player from trying to complete their goals. Define at least 2 enemies and describe their behavior.
Enemy #1: Partridge trains
Behavior: These behave similarly to the Centipedes in the old coin-op arcade game. Each train consists of one large partridge with five smaller ones trailing behind it.
- If a partridge train runs into a wall, it reverses direction.
- A partridge train can drop through a gap; it is unharmed by any fall of less than 100 pixels.
- The user can attack a partridge train by jumping on one of the partridges or by shooting it with his guitar. If he hits the lead partridge, it is destroyed and the train reverses direction, with the new lead partridge growing to the large size. If he hits a partridge in the middle of a train, the train splits into two trains and those trains proceed in opposite directions.
- Partridge trains turn around and move in the opposite direction if they contact the user’s character when he is camouflaged; the character is unharmed.
- Partridge trains are immobilized by ego tantrums; they remain immobile for five seconds after the tantrum is used.
Enemy #2: Screaming Fans
Behavior: Drawn out of the woodwork by excessive use of camouflage, screaming fans are similar to the Lemmings: they pursue the user’s character until they touch him, in which case he’s killed. They reverse direction when they reach a wall, but they are killed by any fall greater than 25 pixels.
REWARDS: Your level should introduce game elements that the player perceives as positive for completing goals in your game. Define at least 2 rewards the player can receive within the level.
Reward #1: F-A-M-E letters
Effect: The user may collect these letters during the course of each level. There should be three complete sets in each level. Once the user has a set, he may expend them to throw an Ego Tantrum, or save them. The greater the number of sets he has at the end of the game, the more famous he is. The ultimate goal of the game is to become famous enough to star in a movie, which requires him to keep at least two complete sets per level.
Reward #2: Star Icons
Effect: Collecting ten stars gives the user an extra life.
Part Three
The goal of this part of the test is to see how clearly you can present your design visually. You may use whatever tools you need to complete this section.
3.1 Level Map
Use all of the elements that you have just defined and create a map of a level in the game. The map should demonstrate the purpose of every feature you have just defined above.
The map must be created under the following conditions:
- map size = 1024 x 400 pixels (width x height)
- main character = 24 x 24 pixels
NOTES:
- Each level that introduces a new celebrity should start with a picture of that celebrity in their heyday, hence the picture of Danny Partridge.
- This map was designed without ladders; in retrospect, perhaps they would be a better vertical movement mechanism than expecting the user to jump from platform to platform.
- The trickiest thing I attempted in this level is in the first third of it. Just after passing the first M, there’s an ice floor between a rubber wall and a glass wall. The idea is that the user jumps down onto the ice floor, bounces off the rubber wall and rebounds at double speed, which is fast enough to break the glass wall. This would require some game testing to see if it really is playable that way.
- Just past this point there is a little area with two switches, each of which turn two lower barriers on and off. My thinking was that the user would turn those barriers off, jump over the partridge train, then turn the barriers back on to trap the partridges on the opposite side of a barrier from himself.
- Just past the second F is a classic switch puzzle: the user must flip the lower switch to make the conveyor change directions, then he can move fast enough to break the glass wall and flip the second switch, which opens a hole in the floor that the partridges will drop through.
- Ideally, the game would use a sort of “fog of war” effect common in real-time strategy games: anything outside of the user’s line of sight is grayed out. The availability of this feature depends on the processing capacity of the target platform. But it would add an element of exploration to the game.
- The long low-ceilinged passages in the upper right (second M and E) are designed to encourage the use of the Camouflage feature, and the appearance of the Screaming Fans.
- The partridges should not begin moving until they have a line of sight on the user.
3.2 Screen Layout / Mockup
Create an image that will provide a rough idea on how the user will see the game as it will appear on a mobile screen.
The screen should be created under the following constraint:
- The screen size must be 176 x 208 pixels.
- The screen should represent the most common mode of play.
NOTES:
- The top part of the screen shows number of lives remaining, FAME letters collected, and stars collected. (For FAME letters, the letters in the current set show in yellow if the user has collected it, in red if he hasn’t, and the number to the right of the equal sign shows the number of complete sets. Unresolved: what if the user collects two F’s before collecting a matching A-M-E? Does the game just remember that there are two F’s, and when the A-M-E are collected F stays lit? Or does the letter shown in the gameplay area reflect the next letter needed?) (For stars, when the user collects his tenth star, the digit to the right of the equal sign for stars resets to 0, and the number of lives is incremented.)
- Areas that the user cannot see are shown in gray – as the area behind the glass wall at the top of this sample screen.
- Below the scoring items (lives, FAME, stars), the name of the level is shown.