
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.



THE GAME
:

All work displayed was created for a previous game pitch.



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!

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.

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.




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.


The Rewards

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.


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



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

Describe your image

Describe your image

Describe your image






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!



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.



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:

BeatStar
Clear a set pattern of tiles perfectly to beat song levels

Cooking City
Build recipes to satisfy customers' orders

Tetris
Rotate falling blocks strategically to clear levels

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



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.

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
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Preview upcoming bubble requests
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Show how many bubble requests are left
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What moves a player has successfully linked
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How much time the player has to link another dance move

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.



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.

Initial room concept for DanceStudio


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!



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


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


