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Becoming Boo

Protect your coral against alien creatures as you swim endlessly in deep waters of an unknown planet

Becoming Boo is a 2D vertically scrolling shooter that takes place in an unknown planet. Player takes the control of an alien called Boo who must attach floating eggs to their special coral to protect it from invading creatures. In an endless mission the player must defend the coral by shooting enemies and covering the coral to survive and gain a high score.



Fact sheet

Genre

2D vertically scrolling endless shooter

Platform

WebGL, PC

Project Length

12 weeks

Engine

Unity

Team Size

2

Trailer

Responsibilities

  • Concept design

  • Player character controller implementation

  • Enemy design and implementation

  • Level design for the procedural systems

  • Asset implementation

  • Designed and implemented a tool to integrate procedural animation

  • Tuned and balanced gameplay iteratively to achieve the intended game feel and difficulty progression.

Project Gallery

Design Process

Project Description

  • Becoming Boo is developed as the practical part of my thesis for the Digital Games Bachelor of Arts Program in collaboration with an artist who provided all the art assets in the game. My goal with this project was to redesign an existing game I have worked on previously called Beelder, in order to improve the game feel and address other known the issues with that game.


Design approaches

  • Changing the concept to be able to provide a fresh new experience

  • Focused on improving the player character and kinesthetic feel of the game

  • Revised the enemy archetypes to improve the combat experience


Challenges

  • Being the solo hand-in developer to meet a tight deadline

  • Integrating a new system into the game's complex, intertwined systems

  • Providing a custom made tool to the artist to have the procedural animation

  • Balancing gameplay and tuning interrelated systems


Greatest achievement

  • Finished the project in time at a reasonable state

  • Improved the game in iterative steps by applying the feedback from the playtests


Outlook (with more time)

  • Sound design was a must but we couldn't fit it into the workload

  • Looking into improving the game's performance


Learning Objective/Outcome

  • Experience in working as a technical game designer

  • Expanding my knowledge in unity and development pipelines

  • Learning about iterative design processes, game feel and various design frameworks that applies to these subjects




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