Dorothy's Job

Overview

Dorothy's Job is a twin-stick shooter in which you must attack and clear enemies at the same time to overcome various procedural levels.

In this project, I worked as a level and gameplay designer, focusing on the rules of the procedural system, the game feel, and the development of some of the game's core systems.

Diseño que da vida al juego.

Equipo

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My contributions

  • Overall gameplay: Took part on the definition of the gameloop and core mechanics:

    • Level goal: The objective of every level will be to clean all the rooms before the time runs out. For each room Dorothy fully clean, she will receive extra time to complete her task. Everything has been balanced to ensure the player is always feeling the pressure of time.

    • Dorothy's "Healthbar": Instead of dying when the health bar is empty, dorothy will get "dirty", an state which will block the cleaning action of dorothy and will make her leave dirt as she walks. She will have to find a wardrobe to change clothes and revert this state.

  • Clean-combat loop: Contributed to the conception and refinement of combat and cleaning systems, and the interactions between them:

    • Various actions to clean and attack: Cleaning and attacking are two different actions in the game, so the player has to choose whic one to use in every moment of the game.

    • Dirt Buff: Enemies get buffed (they take less damage) when the room they are in is very dirty. This encourages the player to clean up before continuing to fight, rather than leaving the cleaning until the end.

    • Enemies generate filth: The enemies can produce filth on the enviroment as they move or attack. If the player does not deal with them, the rooms will never be completely clean.

  • Filth system: contributed to the definition of both dirt types of the game:

    • Dust and liquid: two different types of dirt, associated to different enemies and weapons. Some enemies can produce dust and others liquid. These enemies will receive more damage from weapons specialized in cleaning that type of dirt.

    • Dirt level by rooms: Each room of the level will check how much of its area is dirty, determining if the enemies will be buff or not. If the dirt level reachs a very low value, an "Autoclean" will occur, eliminating all the remaining filth in the room and granting the player a reward (Healing, Special attack charge, extra time or extra consumables).

  • Weapons design: Contributed to the overall design the weapons and consumables:

    • Weapon template: Contributed to the definition of how all the weapons must work in the game: an attack action that only affects enemies, a clean action that only affects filth and an special attack that affects both, but must be cherged by using the other action.

    • Dirtminator design: Dorothy's vacuum cleaner. I designed its three actions:

      • Attack: The playes must charge the weapon in order to release a projectile that explodes when colliding with an enemy. The power and radius of the explosion depends on how long the playes has been charging the attack (3 different tiers of power)

      • Cleaning: As the player holds down the clean button, a tornado will begin to grow from the end of the vacuum cleaner. This tornado will suck up all the dust in its path.

      • Special: The vacuum cleaner will "spit" concentrated air as if she were a machine gun, dealing damage to enemies and cleaning dust with a fast pace and large area.

    • Game feel: Making sure that all of Dorothy's actions feels responsive, by using elements like camera shakes and controller vibrations to illustrate the effects of the weapons.

    • Balance: Review of all weapons and consumables to balance the power of each one.

  • Level design and progression: Defined the rules that the procedural level generator follows in order to create suitable levels:

    • Definition of rules that ensure that levels can be traversed mostly in a circular fashion, i.e., dead ends are avoided and wherever you go, you can always advance to another room without having to backtrack.

    • Level data configuration: Each level has different variables that determine the size of the level, the number of enemies in each rooms, the types of enemies available, the initial time available and the types of rooms. I configured and balanced all these variables in order to introduce content at an appropriate rate and have a good difficulty progression.

  • Exhaustive testing and QA of the game, reporting and documenting every bug I found to ease the programming team's job.

Dorothy's

Un juego que mezcla misterio y aventura.

Screenshot of Dorothy's Job main game interface showing character and surroundings.
Screenshot of Dorothy's Job main game interface showing character and surroundings.
Mi papel

Trabajé en el diseño visual y conceptual, dando vida a escenas y personajes que cuentan una historia única.

Image of the game's storyboard sketches outlining key scenes.
Image of the game's storyboard sketches outlining key scenes.
Aportaciones

Desarrollé la paleta de colores, diseñé personajes y escenarios, y colaboré estrechamente para que cada detalle tuviera sentido y emoción.