Reboot is a fast paced racing platformer in which the player takes control of a CRT TV on skates. The player's goal is to build up enough speed to exit a large bowl shaped satellite that acts as the level. To do this players must explore the satellite to locate various speed surfaces that will increase their maximum speed. Careful routing is important as some speed surfaces can be challenging to reach at high speeds!
Platform: PC
Date: Spring 2019
Role: Lead Systems Designer, Level Designer
Team Members: Dakota Williams, Jo Forchheimer, Jaymee Fulcher, Rachel Bussone, Harry Goetz, Leonardo Robles Gonzales, Jacob Biederman, Ben Strong, Walter Hill, Hannah Greiner and Leanna Russell
Play it here: https://qazik.itch.io/reboot
Date: Spring 2019
Role: Lead Systems Designer, Level Designer
Team Members: Dakota Williams, Jo Forchheimer, Jaymee Fulcher, Rachel Bussone, Harry Goetz, Leonardo Robles Gonzales, Jacob Biederman, Ben Strong, Walter Hill, Hannah Greiner and Leanna Russell
Play it here: https://qazik.itch.io/reboot
When acting as the lead systems designer on Reboot, I learned a lot about how to communicate with a team and how to properly scope a game. The time frame for Reboot's development was around four months, our goal was to create a game where speed was a central resource and the player's progress in any given level was directly correlated with how fast they were going. Knowing full well that gauging the players speed might be difficult when using continuous values (something like mph etc..), I decided that using a system of fixed values called speed channels would help modulate the player's speed in a way that made it easier to calculate. Each speed channel was then given an associative color and objects called speed surfaces were placed around the level with said coloration. That way the player would need to reach a certain colored speed channel to tackle certain obstacles with the corresponding color of speed surface. Overall, this made it much easier for us to predict exactly which paths a player might take and helped us design a level around that.