scooby doo: monster mayhem
Help Scooby-Doo & the gang save Crystal Cove from monsters escaping the museum in this upcoming tower defense free to play mobile browser game.
TABLE OF CONTENTS
👀 Overview: “Scooby Doobie Doooo!”
🤔 Concepting and Pitching: “Let’s set a trap.”
💡 Game Design: “Would you do it for a Scooby Snack?”
⚖️ Balancing: “There’s a very logical explanation for all this.”
🧪 Testing: “Let’s do what we do best Scoob, test.”
🌅 Conclusion: getting away with it on your closest browser!
Scooby Doo: Monster Mayhem is an upcoming tower defense free to play mobile browser game where you help Scooby and the gang save townsfolk of Crystal Cove from monsters escaping the museum. I am currently leading its development as game designer at Kuato Studios.
Here’s a breakdown of my role so far:
- Leading development of this upcoming tower defense free to play mobile browser game.
- Championing the creative vision for the game, ensuring it remains true to its roots throughout development.
- Understanding the target audience and what motivates them, deriving core pillars that support the overall vision.
- Create multiple mechanics/systems working holistically and consistent with the game’s vision and pillars.
- Collaborating with programmers, artists, producers, QA, and other roles within Kuato Studios and externally to ensure a multifaceted approach to the project’s design factoring the needs of all areas of development.
- Proactively recognising design shortcomings or imbalances in game, proposing intuitive solutions within defined scope.
- Helping other members of the project team to visualise the end experience and emotions the game is meant to evoke.
- Maintaining robust and frequent communications with the project and design team.
- Creating and maintaining vision and technical design documentation for reference and briefing, including proof-of-concept presentations, high level design summaries and detailed design schematics.
- Mapping out the player journey.
- Balancing in-game items, gameplay difficulty, economy and its meta systems based on the high level goals of different systems in the game.
- Play testing & providing regular detailed feedback of builds, including UX and UI.
- Sourcing, editing, and mixing sounds to match style and tone.
- Understanding and adapting to the commercial and production goals throughout the project and designing within its parameters.
- Taking part in technical discussions to identify and solve technical issues, including performance, memory usage, and cross-platform issues.
- Maintaining up-to-date industry and market awareness.
concepting & pitching
“Let’s set a trap.”
I concepted and pitched several ideas to the design team, in line with the brief provided by the client, the core experience, and under the guidance of the design lead.
One of the concepts involved picking the “right” objects for each gang member to stop the monsters from reaching the good people of Crystal Cove:
Under the guidance of the design lead, I wrote a comprehensive design document to be used by both internal and external teams. This was written in a Confluence workspace, making it easier:
- to find relevant sections for individual tasks
- for version control
- to update and maintain the document
A PDF version of the GDD can be viewed by clicking the image.
Focusing solely on the core experience and features, I wrote a secondary document to highlight the core elements of the game. This was used as a rough guide when proposing solutions to meet production scope throughout the project.
Click on the image to find out more.
I sourced, edited and mixed sounds to be used in-game, matching the desired style and tone. Given that the game was in development, all sounds were created by imagining how it would play out in-game, using the design document as reference. I also created audio snippets to be used as a guide for how audios for each section of the game should sound like during gameplay.
Click on the image to view a quick breakdown of how audios were categorised based on gameplay requirement.
Throughout development, I created mockups and references to communicate the project vision to the internal and external team. Creating mockups also provided a starting point for further team collaborations to improve the product.
“There’s a very logical explanation for all this.”
I balanced in-game items, gameplay difficulty, economy and the game’s meta systems. Given that the game was in development, the first pass at balancing was done by imagining how it would play out in-game, using the design document as reference. Further balancing was done once the game was further in development, changing values via exposed scripts and testing until desired player experience was reached.
Check out the first pass at balancing the game (using the GDD as the guide) by clicking the image.
I regularly playtested builds throughout development, providing feedback using the design document, client feedback and desired player experience as reference. I also collaborated with artists, producers, programmers and the design team to provide solutions in line with scope and project goals.
As we are nearing the end of development, (as cheesy as it sounds) I can’t help but look back in awe and pride at how much we achieved as a team in such a short span of time, through sheer determination and passion for the project.
I can’t wait to share the final game in all its glory so you can have a go, but until then, Scooby Doobie Doooo!