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Dumb Ways to Draw

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Responsibilities:

  • Creating, playtesting and iterating puzzle designs for a series of holiday-themed updates.​​

  • Working closely with external clients to maintain brand consistency.

  • Pitching live-ops content and monitoring the game's economy.

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Case Study: Halloween Stage Pack

 

Tasked with creating holiday-themed level packs for Dumb Ways to Draw I used the opportunity to flex my puzzle-design skills and create a series of challenging stages that could serve as a standalone experience, disconnected from the rest of the game's core levels.

Looking to the Halloween update as an example, I considered that new players may access the holiday stages only shortly after a fresh-install and therefore needed to be eased into the game's mechanics.

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The process of developing Stage 3, showing it from sketch to completion.

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Stage 6, after teaching players the Candy Cane & Pumpkin mechanics in isolation, combines them together in a rube-goldberg style death trap.

Each stage started it's life as a sketch before being prototyped in engine to undergo testing and feedback. Finally, after a number of iterative balancing passes, the level would have its art assets finalised and swapped out with any thematic variants.

Because these stages could be designed in a bubble without considering if a player had seen the mechanics before, I took to using Koichi Hayashida's 4-step level design approach from the recent Super Mario games:

  1. Introduce a new mechanic to teach players how it works.

  2. Offer a slightly more complex variation on that mechanic.

  3. Twist the mechanic in a surprising or unexpected way.

  4. Challenge the player to demonstrate their mastery of the mechanic.

By following these steps I was able to craft puzzles that otherwise may have felt out of place, ensuring that a player had full understanding of the stage's mechanics leading up to these fun and surprising stages.

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