Papilioni Protegere
This was my very first game done with a team of four students including me coached by my professor, Susanne Brandhorst and Thomas Bremer in 2018.
Team: 4 students
First year Game Design Bachelor at HTW Berlin Platform: Made with Unity for PC Development: 2 months in summer 2018 Software: Unity, Photoshop, Paint Tool Sai, Spriter Pro |
What is the game about?
Papilioni Protegere is a small 2D game combining stealth, strategy and dynamic movement via jumping.
The target group are children starting from the age of 6. We wanted to distance us from the typical Player VS. Enemy game and developed a concept in which you have to interact with other beings without harming them. In order to do so you need to recognize the butterflies paths at daytime and remember them at nighttime. By placing a scanner in the right area you are able to collect information about the butterflies roaming around. The goal is to scan all four different species living on the tree. |
What did I learn?Given the fact that Papilioni Protegere was the very first game we’ve ever developed, we naturally plunged into a lot of common pitfalls. We had to redesign the level from scratch several times since we underestimated the impact that ingame size changes would make.
The player should have fun with the way the character moves around at any point of the game and therefore I redid a lot of animations for it to feel just right. I learned a lot about how to actually build a game and its architecture. I was responsible for some design decisions and implementation of the visuals. Working on the game made me feel a lot more comfortable with Unity. Our goal was to produce a vertical slice for one level. It was developed as a semester project for university. |
What was my contribution?
My responsibilities included designing and maintaining the games visual style, painting the games ingame assets, designing and
animating the playable Character. In the
earlier stage of the development I
prototyped the level and mechanics using both traditional prototyping material and Unity/C#.
animating the playable Character. In the
earlier stage of the development I
prototyped the level and mechanics using both traditional prototyping material and Unity/C#.