Pasefika
Platform: PC
Engine: Unreal Engine 4
Team Size: 6
Duration: 10 weeks
Aiming at experimenting with a new element of game play, I worked with a team of six people to create Pasefika. I primarily worked as a Game Designer for this project, designing puzzles and the weapon systems for the submarine. I also conducted and oversaw extensive playtesting and reported back to the team to implement changes for a better player experience, and implemented the user interface elements.
GAME OVERVIEW
Pasefika is a 3rd person adventure prototype created by a team of six. Our main focus was to create a game that felt fluid and serene, while providing the player with puzzles and a unique underwater environment to explore. The game’s main feature is its motion controls, which are used to to give the feel of fluid underwater movement.
IN-GAME SCREENSHOTS
GAME DESIGN
MECHANICS
Movement was the main focus of our game, as we wanted it to feel serene and fun to explore. We experimented with many different tools for the players to use, which included a flashlight, sonar, hook, torpedo, and a magnet. The hook didn't make it into the final cut as the magnet accomplished this goal in a similar fashion. All these would of been used to assist in the puzzles and exploration of the world.
Dangers to the player were not a huge part of our game, as combat wasn't meant to be a large focus. Obstacles were present in the form of AI sharks that could hunt the players, but could also be hidden from to avoid damage. Later, environmental hazards such as mines and stalagties were added for difficulty in puzzles, while sharks were present as a danger during exploration.
With dangers present, we needed a way to keep the players submarine in good condition. Initially item pick ups were our source of healing, Although we felt this was too slow and took away from the pacing, and added a slow health regeneration system so the player could continue to explore without looking for repairs.
PROTOTYPING
The team took the systems and weapons that we had designed and placed each one in a small pie slice of our circular greybox. Here we could see what worked and didn't for our submarine, and would make changes accordingly, such as testing the shark AI, magnet radius, and sonar pinging.
The temple puzzles went through massive changes throughout the design process. Most of their interiors were maze like structures, requiring graceful movement and use of the tools given to navigate through them. We also made use of teleporting panels inside the temples to make them larger for exploration.
UI DESIGN
One of the most important aspects of the game we found through testing was a need for a tutorial to show players how to utilize the motion controls, as they weren't very intuitive at first. Giving players a tutorial cave allowed them to explore the controls while not being in any immediate danger. We also decided to keep the UI simple, with the HUD only displaying when immediately needed, allowing the players to be immersed in the beauty of the game.