Soothing

game design
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Blobbing Away

Project Overview

Development: 2-3 months

Team: 4 students, 2nd semester HTW Berlin Game design

Software: Photoshop, Unity, Miro.com

Plattform: PC

Constrains: 2D Game, 4 screen length, remote Corona

 

My Contribution

My responsibilities included: 
– FakeScreenshots for visual development
– Painting the Environment
– Creating shaders and vfx
– No programming here

About - Shelter your friends!

Blobbing Away is a lighthearted adventure where players guide Blob, a playful slime, through a tranquil world to rescue seven animal friends from the clingy cloud Cloudington. To succeed, players gather resources, build shelters, and navigate diverse terrain, from slippery slopes to rushing rivers. Designed during an experimental project, the game explores alternative keyboard inputs while maintaining a relaxed pace that lets players ease into its whimsical challenges.

Gameplay

Screenshots

Environment Art

Process Environment

We started by sketching out the core idea for our environment based on a screenshot from Google Earth. From there, the colored map layout took shape. Those scribbles are usually enough to get the idea across.
The next version highlights the ground effects, where forces are meant to push the player in certain directions.

Both the map and the layout were key for building the level in Unity.

After that I continued with creating a proxy Environment (Pic above) and stamped with it the Environment map. The feedback was that the green was too distracting and I had to find something else.

Finding the right Game

Since this was our first game, we spent some time figuring out what kind of project we wanted to create. I made five different fake screenshots based on our ideas, and in the end we decided to move forward with one made by a teammate. The first image shows our quick mockups, and afterward I spent a day or two refining the gameplay concept and visual style.

Movement

Early in the development we wanted to have a different movement. On this game it should feel a bit mushy like a blob.

VFX

To make the game feel more alive, I created a few small shaders. They’re simple, but they do the job! The water shader was a bit trickier since it needs to flow and change direction depending on its position in the stream.

Presentation

Since only the two of us could present the game on the livestream because of Corona, it was extra special to hear people on the stream really loved the art style!

Coaches

This project was coached by Prof. Susanne Brandhorst, Prof. Thomas Bremer and Jules Pommier

Team

Our team consisted of four members: Janina, Victor, Laurence and myself. Teamwork worked quite well.