top of page

Pitch Decks

Early concept ideation and creating pitch decks are vital for visualizing game ideas and communicating them to stakeholders. They allow for quick identification of potential issues and generate interest among investors, publishers, and players - leading to successful game launches.

EIP_BG.png
EIP_Logo.png

THE GAME

:

HomeScreen_Main.png
Emily in Paris: Pitch

All work displayed was created for a previous game pitch.

NewFollowers.png
NewFollowers.png

The CONCEPT

You and your phone are transported into the world of Emily in Paris! Here, you'll play as Emily's newest intern where you'll develop relationships and go on adventures with familiar characters all through Paris. Engage in tasks via your Inbox, track your relationships on Social Media, and play engaging mini-games while earning rewards for customization.

Who you KNOW, and what you WEAR - MATTERS!

Convos-1.png

The INBOX

This is the player's Inbox - where they find all their 'professional' events and tasks. Each 'email' is linked to a different task: where you can play through minigames and earn task-specific rewards to use for further personalization.

EIP_Email-Reply.png

The E-CLOSET

Once a player selects their task, they need to pick out the perfect outfit! Each task will have specific clothing requirements - which will help boost a player's performance and increase their relationship level as well!

To preserve player choice, we've broken down E-Closet clothing items into style categories so that a player can still have some agency in what their character wears.

eCloset_01.png
Clothing Parameters.png
Convos-4.png
Group 178.png

Gameplay VENUES

Each task will lead the player to different parts of Paris, where the player will encounter iconic landmarks along the way. Once they arrive, they'll have a chance to talk directly with familiar Emily in Paris characters, engaging in interactive conversations to personalize their relationships with these characters.

 

After the narrative storyline concludes, the player will start their task minigame.

Completing a Task

By leveling up relationships with other characters, a player can call upon them for help while completing tasks. Each character has unique minigame boosters that a player can utilize throughout their gameplay - which calls back to the phrase 'WHO you know - matters'.

 

Every minigame task features a popular and replayable mechanic, making them easily skinnable to match the character and storyline of the game without losing the player's interest.

Group 218.png
Group 219.png

The Rewards

SocialPosts.png

Social Posts

A player earns social post(s) after completing every Task. With each Social post, a player can earn new followers, level up their profile, and unlock new connections and opportunities.

EIP_HomeDecor.png
FlowerVase.png

Customization Items

By completing tasks, players unlock Home Decor Items, Clothing/Accessory Items and HUB elements to help them personalize their gameplay and immerse themselves in the world even more

NewFriend-Sarah.png
Group 562.png
Group 558.png

New Connections

Once a player unlocks a new character, they can interact with them on their Socials, leverage their boosters during gameplay, and read exclusive backstories and content in the Contacts feature.

Your Connections

Chef Gramps.png
Mandy.png
Frame 241.png
Frame 242.png
NewFollowers.png
Group 240.png

Via the Socials feature players can engage with other characters in a more direct manner. They can like, comment, and review posts from other characters and have direct messaging with their favorite characters!

Players can also utilize the Contacts feature to immerse themselves even more into the world of Emily in Paris. Here, they can view their relationship stats and access all unlocked character content, such as behind-the-scenes material, show clips, character backstories, and more!

DanceBattle
DB_LoadScreen_edited.jpg
DB_LoadScreen_edited.jpg

All work displayed on this page is for initial prototyping sales tool phases only and would need further exploration and development for the final iteration.

Prototype
Design Phase

I was tasked with exploring and developing a core gameplay mechanic and basic gameplay flow for the existing freeform prototype build.

The Objective

Following two years of outsourcing visual exploration and game concept development, both internal and external stakeholders were dissatisfied with the previous team's prototype, which lacked a clear objective and directives. Our new team was tasked with incorporating a new game mechanic (bubble popping) into the existing prototype within a three-week timeframe. The goal was to establish a clear, concise, and actionable feedback loop from the game's environment and interface to the player.

Cooking-City_Preview
BeatStar-Preview.tiff

Competitor Research 

By studying and analyzing successful features and core game mechanics used by competitors, we can leverage these learnings to improve own game and enhance the overall gaming experience for players.

Here are some popular games that we referenced:

unnamed.png

BeatStar

Clear a set pattern of tiles perfectly to beat song levels

unnamed-2.png

Cooking City

Build recipes to satisfy customers' orders

EA_Tetris_icon.png

Tetris

Rotate falling blocks strategically to clear levels

512x512bb.jpg

Zuma

Clear the level before the balls reach the end of the path

Cooking-City_Preview
Zuma_Preview.jpg
Zuma_Preview.jpg

Gameplay Mechanic

In each level, players encounter dance requests that they must fulfill, and we aimed to enhance this mechanic while allowing players to maintain their creative freedom in executing these requests, including the length, sequences, and timing of individual dance moves. The goal is to complete all dance move requests within the session timer's limit. Due to time constraints, we began with a straightforward set of gameplay rules, opting not to develop a more intricate AI algorithm.

DB_UI_old-02.PNG

Before

Gameplay
UI Layout

I corrected the positioning of the bottom UI elements, mirroring the arch of the dance move buttons on both sides of the screen. Then, I focused on scale and positioning - relocating the Score and Round Timers to the upper left corner of the screen.

After

The Objective UI needs to have a lot of different functions. It needs to:

  • Inform the player of specific Bubble Crowd Requests

  • Preview upcoming bubble requests

  • Show how many bubble requests are left

  • What moves a player has successfully linked

  • How much time the player has to link another dance move

DB_UI-Breakdown.png

Alternate
Game Modes

Additional Screen
Mock-ups

Character Select

This mock-up shows a visualization of a character selection screen where players can unlock, level up, and customize the appearance of their selected dancers.

CharacterSelect_Screen.png
Dynamic island.png

Round Results &
Leaderboard

These mock-ups show what the Rewards and Tournament screens could look like after a player completes a round of gameplay.

Dance Studio

This feature would be a space where players can build and customize their own space, practice dance routines, and create shareable dance content that reflects their creativity and personal identity.

DB_Studio-Preview.png

Initial room concept for DanceStudio

Rage Rally
Mining Plant
HW_MonsterTrucks-Logo.png

The Concept

Battle other monster trucks to be the last

one standing!

 

Every time your monster truck runs over an object in the environment (and successfully crushes it!) - your monster truck grows in size! If your monster truck is bigger than your opponents’ truck, run them over and knock them out of the game!

RageRally_HeroArt.png
Cooking-City_Preview
Zuma_Preview.jpg

Competitor Research 

If we take a closer look at what makes our competitors' games successful, we can use those same strategies to make our game even better and more fun for our players.

Here are some popular games that we referenced:

Hole.io

Become the biggest hole by eating everything and everyone!

Katamari Damacy

Collect objects to form the largest Katamari ball to clear each level!

Rocket League

High-powered hybrid of arcade-style soccer and vehicular mayhem!

Home Screen

Initial UX Design

Vertical Tab Layout

Horizontal Tab Layout

RR_Home-A.png

Truck Customization

The ability to personalize your monster truck is an important aspect that can greatly enhance the player experience. Players are able to choose from a wide range of customization options, such as tires and rims, unique paint jobs, and outlandish VFX which allows them to make their monster truck unique and stand out from other players. This personalization not only adds a sense of ownership and pride to the player, but it also creates a stronger emotional connection to the game.

Body Shop

Vertical Tab Layout

Horizontal Tab Layout

Paint Shop

Rally Menu

Additional Mock-Ups

Next Section >

Game Art

bottom of page