
“NinjaPinguin is a crazy One-Button-Game in which you play as Azmo, a pinguin willing for vengeance”
Working conditions
Individual project
As my first video game done in an official way, I tried to optimize and manage my production time in a convenient way. That strategy allowed me to deliver a game conform to my original thoughts and to a quality level I was aiming for.
The gamefeel and the user experience being important to me, I kept a considerable part of this time to tweak and fine-tune juicy and satisfying effects, reinforcing player’s action impacts.
I also wanted to set a good replay ability value to the experience by adding an “arcade” touch with a scoring and a combo system.
Project
Ninja Pinguin was the occasion for me to take a closer look to a great amount of Unity’s functionalities and to understand better its working environment.
The basic idea of Ninja Pinguin stay within a game playing with only one button : that design constrain forced me to focus even more on what was essential and what made the core of the user experience, the player’s actions and their impact in function of the context the player is.
As the experience was supposed to last only a few seconds, I wanted to make the tutorial and the first time user experience as fluid as possible (while letting the possibility for the player to go further more thanks to gameplay, enemy and collectible tips he will find in the menu).




Azmo, the player's avatar is a pinguin which is always walking. Touching the screen can allow azmo to :
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attack an enemy if he's close enough
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hang on a hook, if he has grappling hooks
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slide if he's grounded and the touch is held
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walrun if he's standing near a wall and the touch is held
Design documents
In terms of Game design, I created several documents :
- a One Page Document, summarizing and presenting the game
- a Gameloops Document, presenting gameplay loops (goal/challenge/reward)
- a Structure Document, summarizing Game design's structure
- a Rational Level Design Document, allowing to analyse and balance the diffrent levels
- a Playtests Document, listing all playtests sessions as well as feedbacks
- a Features list, presenting the game's features
Softwares

Modeling/Animation

Visual Scripting

Level design

Assets design

Documents design
