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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

AFFICHE_A1.png

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

Unreal_Engine_4.png
Powerpoint.png
perforce.png

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.

Mechanics table

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.

GUMGUMCUP 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

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