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Join together with a partner and take on another team of two as you heave and ho furniture!
Mover Madness is a game jam project created around the idea of two players holding an object together and cooperatively delivering it.
Game Designer, Programmer, 3D modeler
Two Players Must Hold an Object
Accessible controls and clear objectives/obstacles would make the game very easy to pick up.
Must Carry Object to Objective
The game should have the player in constant movement, forcing them to make quick decisions on the fly.
Capturing the Feeling of Moving Furniture
Knowing this was one of our core rules, we needed it to be the main focus of our design; and we thought of two engaging ways of utilizing it. Working for a furniture moving company, players work with their partner to deliver items faster then their rivals.
The controls needed to feel natural, meaning things that looked heavy needed to feel heavy to the player. I developed a script that allowed us to edit a specific attribute for a piece of furniture within Unity's editor. If an object was given a weight of 5 and another given a weight of 2, the first object would have an increase in drag and gravity effects, making it more difficult to move than the second object.
This made it very difficult for one player to move something large like a couch or a fridge. This worked for well for Mover Madness because it guided players to work together as they carry it to the objective, reinforcing our core rules.
We were able to dedicate our simplified control scheme to half of a controller which allowed us to map one team to a single controller. This makes use of our core rule yet again. Players literally hold a single object as they play.
Mover Madness was selected by a panel of judges. Many of whom are established within the industry!
During this design week, we were tasked with creating a digital game based on a sports game created by first year students. We began by helping the first year students with ideation for their game. I initially had the first year group to discuss which games they remember most fondly of from gym class in elementary school. With this quick research, we helped them create a list of the attributes they liked and refer to the points as much as possible throughout the design. The goal of this research was to create universal design pillars that both the physical and digital teams could refer to.
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