Gum Gum Cup
In GumGumCup, take part in the great bubble gum tournament! Use your skills to stick, slow down, block your opponents, and grab the cup to win the game!
It's a local 4-player physics-based party game made for my Final Year Project at ISART Digital.
Job : Game Designer
Team : 16
Genre: Party Game
Target Audience : Casual
Platform : PC
Playing time : ≈ 10 minutes
Engine : Unreal Engine 4.27
PEGI : 7+
Aspect : 3D

My WOrk
VideO
[DOC]
- Created and formatted document layouts
- Drafted Game Design Document, Game Concept
Document, Game Mode Document, Level Design
Document, Control Document, Playtests Feedback,
Asset List GA
- Created a universal mood board and art direction
[PREZ]
- Presented the project at the Milestone Concept
- Developed and produced the Milestone Beta video
[QA]
- Organized playtests
- Tested the builds
- Tracked bugs on Jira and Sheets
[LD]
- Designed Level Design Ingredients (bomb, geyser, mobile platform, traps)
- 2D level design for the tutorial with Adobe Illustrator
- 3D blocking for the tutorial and multiple arenas with Unreal Engine 4
[UX]
- Conducted UX research
- Improved First Time User Experience (UX)
Trailer
Tools



Details
We're 3 game designers on this project, and the pitch was very simple: a party game based on physics with the idea of chewing gum as a toy. As no main mechanics were suggested in the pitch, we had to work as a team to think about how to create our mechanics, as we had a great deal of freedom. After several brainstorms, we created a cross-reference table of mechanics to compare combinations/synergies and see which game mechanics are the most versatile to prototype. For the moment, we've extracted 4 game mechanics to prototype and test before creating new mechanics.

Extract from the Game Concept Document: Games Pillars The design of your pillars is extremely important because when we're researching mechanics, we always base our designs on your pillars.

Level Design
I've made the level design of First Time User Experience / Tutorial, starting with Illustrator and Miro, then I've used the Unreal Engine geometry tools.
I've also made some blocking and prototype for arenas structures.

COncept Arts

Credits
Game Designers :
Léo Carrier
Esteban Agha
Raphaël Machado Da Costa
Producers :
Alexandre Guimbeau
Jordan Haringanji
Gameplay Programmers :
Anita Nguan
Mathis Goldberg
Samuel Hoarau
Game Programmers :
Noé Mouchel
Sasha Legrand
Sound Designer :
Régis Royer
2D Game Artists :
Thibault Cavaroc
Julien Da Silva
3D Game Artists :
Lauriane Hemon
Lucie Bodoque Tran
Élise Moncourier








