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Magnetic Love

Magnetic Love is a 2 player couch co-op game that we made in a group of 6 people by working in the span one semester 10 hours a week. It's about 2 magnets climbing on top a building to see the beautiful sunset and enjoy their date.

Game Play

My Work

I contributed to the project as Project Manager, Game Designer, and Developer.

Game Design

I worked on leading the ideation phase with the team. I contributed on brainstorming puzzle ideas as well as working out the main mechanics and the level layout.

I contributed in creating and updating the game design document in HacknPlan.

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Snippets from puzzle ideating:

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I did a lot of prototyping the mechanics and puzzles to figure out how doable they area and how they could work.

During production I did a lot of play tests to make sure we have a fun and playable end product.

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Movement iterations

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Development:

I created level interactions like a ladder that falls when a character stands on top of it,

a lever that sets off an event when it's fully pulled which goes slowly back up

and a rusty pipe which sways when the players climb up and falls down when the players reach the top.

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Pipe

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Ladder

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Lever

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Additionally I focused on the implementation of the UI. Finally, a lot of work was implementing the animations. Making sure they didn't break the game, making them flow smoothly into each other and bug-fixing edge cases.

Project Management:

During this project I made sure to have regular meetings with the team, writing meeting reports, knowing what everyone is working on and making sure everyone is able to work with the software like HacknPlan, Unity and Perforce. 

Our Team

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Yana

Artist

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LinkedIn

Gilles

Artist

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LinkedIn

Aris

Developer & Game Designer​, Project Management​

Yoran

Developer

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LinkedIn

Elise

Artist

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LinkedIn

Misha

Developer, Game Designer & Sound

LinkedIn

What went well:

I was incredibly happy with my team. We always communicated well and we all put in the work. So in general I had a lot of fun working on this project! 

What I learned:

The prioritization of tasks was a bit hard in the beginning. I worked on low priority things too soon in the beginning. Additionally we could have started earlier with play testing and working more on the intuitiveness of the game.

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