Case study for Voodoo

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 :)