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Gravity Dance is a rhythm-based endless runner that blends musical timing and fast-paced action. This game was a 3 month Master's project, in which we were tasked with creating a modern mobile arcade game. It challenges players to navigate through procedurally generated levels, maintaining rhythm while avoiding obstacles and enemies. Gravity Dance integrates a simple game loop with a combo system to ensure an experience that is easy to learn but hard to master, paying homage to its arcade roots. 

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Lead Game Designer:

As the Lead Game Designer, I was responsible for shaping the core systems and overall gameplay experience. This included the movement mechanics, enemy types, and various biomes to create a challenging yet enjoyable game. I also led the iterative design process, which involved continuous playtesting to balance the mechanics and parameters, tweaking spawn rates, enemy speed, and trajectories to enhance the player experience. Since we were a small team, I was also fulfilling the role of Game Producer, leading the general game vision while ensuring that the various aspects of our game, such as the art and music, complemented each other.

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Early Prototype and Proof of Concept:

​To test the viability of our idea, I developed a basic greybox prototype early in the project. This involved placing placeholder objects and designing rudimentary levels to simulate the gameplay experience. By focusing on the core mechanics and essential elements of level design, we could evaluate how well our concept worked before committing to more complex procedural generation. This greyboxing phase was crucial in identifying potential issues and ensuring that the fundamental gameplay loop was engaging and enjoyable.

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Music and Sound:

In addition to game design, I worked alongside a music creator, to develop dynamic soundtracks that adapted to the player's combo streaks. My research included rhythm games, with a particular focus on Beats per Minute, since many of the mechanics within our game would be rhythm based. 

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Coding:
While my primary role was in design, I occasionally assisted our programmers with coding tasks. My involvement included creating the movement scripts for certain enemies and obstacles, together with their colliders. The colliders were designed to be slightly more forgiving than the actual sprites, to make close encounters with enemies exciting rather than frustrating.
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