SOUL SHAPER

CUBI23 Best prototype

— ROLE

Game Designer


— DATE

April 2023


— SOFTWARE

Unity 3D, Notion


— ARTISTS

  • Cameron Lamoureux
  • Wanda Valentina Venegas Amaya
  • Ulric Boucher
  • Sébastien Jacquoudet


  • — PROGRAMMERS

William Gingras

Yussef Shehadeh

  • Leah Fortin

Soul Shaper is a game created for the 2023 Ubisoft Game Lab competition wherein it won the first prize. The goal of the competition is to create a video game within 10 weeks, while following the theme and constraints provided by the jury.


Soul Shaper won the awards for:


- BEST PROTOTYPE -


- BEST CREATIVITY AND INTEGRATION OF THE THEME -


It was also nominated for Best Game Design & Best Art Direction and Production.


Theme: ARCADE

The constraints were:

- Have a creation mechanic and a destruction mechanic;

- Have an interactive gravity modulation mechanic;

- Have an online score board;

  • - Have 10 minutes of gameplay;
  • - Have two pieces of concept art;


DESIGN CHALLENGE

The biggest design challenge I faced during the Game Lab was to integrate the different constraints in a seamless and fun way. The biggest reason was that, after analysing the theme and constraints more in depth, I found myself with a cursed problem.


The main theme, arcade, implies fast-paced gameplay. Arcade games traditionally want your money, so they are chaotic and quick so you can insert another coin.


One of the constraints, creation, implies slow-paced gameplay. User generated content usually tends to let the player think about their actions before doing them and slowly build up their content. Although Fortnite, an extremely popular game, manages to have creation mechanics in a fast paced environment, I quickly found it to be my only inspiration on the matter, and it wasn’t an arcade game.


With those two completely different play styles, I had quite the problem on my hands. After a lot of thinking, I found the solution in the concept of bullet time. If we want the whole game to be quick and hectic, then why not slow down the game just for the creation mechanic?

SCOPING AND EFFICIENCY IN DESIGN

Having only 10 weeks to create a game and considering the fact that every person in the team was a full time student, every choice had to be thought out to have the greatest impact. Almost every mechanic has at least two uses in the game.


One of the prime examples of this is the ultimate attack. In the original design, the creation mechanic was always meant to have more of a defensive style, but it also had a way to deal damage to the boss. By creating a diamond shape, the player could spawn a bomb to attack the boss, in the event the player did not feel the need to use the drawing defensively. This, however, felt very cheap and players would not know how to make the bomb unless explicitly told.


After some early playtests, we found that players wished to have a way to clear the created objects from the stage. So what if, instead of having two different mechanics, we combine them? Thus came to life the ultimate attack, where the player can choose to throw all of the crates on the stage towards the boss, dealing damage based off the size and quantity of items thrown. And what better way to combine this again with other mechanics, by having the resource to use that ultimate be linked to the gravity and bullet hell mechanics?


This created an entire system, where every mechanic is interlinked, and no mechanic was simply there to fill the criteria with no actual purpose.

GDD

If you want to see a bit more into my design for Soul Shaper, please take a look at the GDD created for it using Notion! You’ll find lots of information, like inspirational games, how the interfaces were planned out, every mechanic that was planned (even the ones that were cut out for scoping).


And if you ever want some more explanations on different parts of Soul Shaper, don’t hesitate to message me at

boulayrachel.52@gmail.com


Please note that the GDD is in french.