On this project I came up with the gameplay mechanics. Such as the controls for Poseidon and the Cats dash functionality. Further I worked on sound syncing and animation implementation. The waves movements, props, and cats in engine are examples.

Why/Motto

The mechanics of Whiskered Away were completely based on the Xbox controller and its face button locations. I had the goal of making each face button having a specific meaning much like in a rhythm game. In the end Poseidon's controls were based off of this concept.

Description

Mechanics Designer

Whiskered Away was a winning Game Jam game. Players are all competing against each other. Three players collect treasure as cats, while one plays Poseidon and tries to wash them out to sea.

Game Jam Trailer

GGJ1
GGJ1

This is early stages of the project when assets were still being assembled.

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GGJ2
GGJ2

This was still early when we were clearing minor bugs and making menus.

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GDCStages
GDCStages

This is the final run of in engine tasks that needed to be complete. This was a group work day making all the tasks split among team members.

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GGJ1
GGJ1

This is early stages of the project when assets were still being assembled.

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Continuation

We continued to develop the game for GDC to demo it for the public. We used the same system of organization for the following two weeks.

Project Pipeline

This project was a team of five. Two artists, two programmers, and one designer. Because of the small size and short period for development we created a style of organization through Google Docs. I organized the work flow for each member and it went extremely smooth with this system.

Whiskered Away Trailer

My Work:

  • Mechanics Design

  • Implement Animation

  • Animate Background

  • Project Organization

  • Created Assets

  • Created Menus

  • Keyboard Support

  • Bug Fixing