Roles: Game Designer, Programmer, Artist Time Frame: 4 Months Platforms: Android, IOS, Win, OSX, Linux Programs: Unity, Maya 2015, Illustrator.
Flick is a behind the back endless runner where players are tasked to guide a bird through a Forest, to be the fastest bird in the world.
The game was designed to achieve a flow experience within the player. With the game's mechanics and visual all working together to achieve a state of flow as people play.
The core game mechanic that helps to achieve this flow state is the scoring system. Every second the player is flying they gain points at a constant rate. If the player engages with the floating rings, they are rewarded with a multiplier, that increases every third ring the player flies through. As the player score increases, the game's difficulty increases too. It's this choice of interacting with the rings that give more control of the game's difficulty over to the player. It lets the player dictate their game progresses, increasing the chances that they enter a "flow state".
This title originally started out as rhythm music game for mobile devices, with the same setting and art style. However, it was over scoped to my abilities at the time. This was an important project for me because the end result of this helped me understand the scope, how to recognise failure and that you can recover from it.
This final prototype that is available was made in 4 months, as a part of ACG YOOBEE School of Design's, Game Art and Development Diploma. As my first solo project in the diploma. Along with this, it has been used to promote the Diploma program at ACG YOOBEE School of Designs Armageddon booths and was the subject of my 2016 talk at the inaugural Play By Play Conference.