Technical Designer
91bf2c44451317.5812e78e563e5.png

Affinity (Mock Up)

Affinity (Mock Up)

Affinity is a 2D mobile flappy-style game mock up.  Included are the basic assets, and level design for the mock up.

 

Design Philosophy

Affinity was imagined to be a fast-paced game with various levels consisting of different "worlds" and varying color palettes.  The game would speed up over time, creating a natural difficulty increase as the game progresses.

The title screen for Affinity.  When the Player presses the start button, the screen starts scrolling and the game begins immediately.

 

The Initial Design

The main design was based on a fantastical alien world.  My goal was to create the pieces to relay the feeling of this new world.  The Player is an accumulation of soil being carried by a leaf.  By pressing the screen the character floats up to try and survive until the end of the round.

Shown above are all of the assets created for the game, as well as the separate pieces for each one.  In the top left and inside of all of the phones are what the game would look like while playing.

The World

Since the game takes place on an alien world, I got to have a lot of fun letting my imagination run wild.  I thought of what an uninhabited world would pose as threats for the Player.  I wanted to work off of a very gradient based color scheme, keeping bold colors for specific pieces.

Above is the first sketch of the character, which is entailed of an amalgamation of soil being carried by a leaf.  After accepting the themeing of the world being alien based, I was aloud to make design decisions as such.

 

The Gameplay

Since Affinity is a mock up, I was unable to actually create gameplay.  What I had imagined for the gameplay was a slow-starting flappy-style game which would speed up over time.  By touching the screen the character would fly higher in the air, while slowly drifting down over time.  If the Player went too long without tapping, the slow fall would turn into a fast drop.

This is several different concepts for the main character.  Initially I had designed for the soil to be animated, as well as there to be a visual indicator for damage.  As damage was taken, the soil amalgamation would slowly shrink.

 

Continuing Forward

This was one of my first projects working with art.  I had used Adobe Illustrator which was interesting, and I was glad that I had a chance to learn it. Continuing forward I would blur the backgrounds to decipher the characters easier.  Looking at the project now it can be difficult to discern the character from the background, which is a huge issue in games of this genre.

 Shown below the title screen is just some data for the class the project was done for, the date, as well as a mock up for what the app icon would look like on devices.

Shown below the title screen is just some data for the class the project was done for, the date, as well as a mock up for what the app icon would look like on devices.