These are the slides from the game design test that got me my job at Voodoo. With the objective of showing my creativity, technical skills and idea ownership, I wrote this document in 5 days. In it I designed a new game, explain its core mechanics and production timeline, plus also creating a new feature for the existing title Collect em all!
During this time I was obsessed with physics based games and how they create a certain type of randomness that is way less frustrating for players. Recent titles like Suika game or older hits like Angry Birds use this type of puzzle design.
PRESENT A NEW ORIGINAL GAME IDEA








NEW FEATURES AND GAME IMPROVEMENTS
One thing that I have always pushed for in mobile game design is creating experiences were coins are naturally spent, and that requires balancing the game in a way that will be helpful to the player, encoraging playing more. From match 3 titles to more hyper casual ones, and even counting it in way harder games, power ups and items should be used and not storaged.



I then had a conversation and feedback session with the design and product team. They liked my game a lot. Turns out they were already testing some similar ideas, so it was nice knowing I wasnt in the wrong: physics based games are fun :)