Codename M.O.T.H.
3Cs Designer
Codename M.O.T.H. is a game based of Spy vs Spy, a coop versus game where two players set traps and fight over resources to escape.
This project was a year 1 final project for BUAS. I was the 3Cs (Camera, Character, Controls) designer, throughout the project I was incharge of the moment to moment gameplay and communication between disciplines. As 3Cs is so core to the experience I had to both keep in artistic camera perspectives and combine that with the technical execution.
This project was a year 1 final project for BUAS. I was the 3Cs (Camera, Character, Controls) designer, throughout the project I was incharge of the moment to moment gameplay and communication between disciplines. As 3Cs is so core to the experience I had to both keep in artistic camera perspectives and combine that with the technical execution.
Process
A breakdown of my process for 3Cs design
Research
Throughout the project I did research on topics I needed to design. I used a combination of existing models and usual problem solving research. One example of an existing model is the usage of the Zubek model on the left, breaking down the main reference game. This allowed for an overview of the whole gameplay experience and leave multiple smaller topics we could research in more depth.
Prototyping
After research comes prototyping, due to 3Cs being gameplay defining no other work was implemented at this point. On the right I go over the different steps and take aways of each attempt. Using this iterative approach allows for quicker learning, more options explored and when proposed to the team more fall back options. After prototyping a couple camera angles I playtested it within the team, allowing for feedback and resulting on one getting picked that best suited our team.
Design one-pagers
So as communication was key during this process I specialized in information design during this process, my aim was to make one-pagers that were good enough to be posters. Often these one-pagers would be hanging on the walls by our team, making it an quick reference for anyone working on our game, both to implement it and to solify the design.