top of page

OVERBOT

TEAM:
AULA 3

10-12  People

GAME NAME:
Overbot
GAME GENRE:
Tower Defense

PLATFORM:
Pc

GAME ENGINE:
Unity
SCRIPTING LANGUAGES:
C#

DEVELOPMENT TIME:
2 Days
 

GAME INFO
 

ROLE AND CONTRIBUITION

ROLE:
Game Designer


My contribution to OVERBOT

  • I worked together with the other designers creating and supervising all the aspects of the game: story, level design, and gameplay mechanics

  • Designed the map and tower spawns for enemies

  • Designed, the workbench and their different types for the player to collect materials and use them to build towers

  • Talked to artists and supervised the construction of the workbench and towers

  • Supervised gameplay and his polishing during development

CONCEPT

The theme of this jam was COOPERATION so we immediately started to brainstorm, after a while one of our members casually mentioned OVERCOOCKED so after a little brainstorming, we decided to do a clone of Overcooked but added Tower defense mechanics to it.
 

 

GAMEPLAY

Once we decided the characters, two little robots working on a flying city protecting its core from an invasion of robots. We started working on the mechanics, since it was a tower defense we started working on the basic logic of the towers and then added a spawn for the enemies and created the core that the players need to protect. Since we were inspired by Overcooked we decided that for building the towers the players would need to retrieve kinds of ingredients following a recipe for building the towers, while the enemies begin to spawn and start inflicting damage to the core. Creating the workbench (where the player could take the ingredients for building towers) was my task to do. I started creating workbenches taking heavy inspiration from the steampunk genre and created 3-4 workbench for the players to collect materials. Now that the workbenches were created, we created the basic logic of the tower for spawning and decided that the tower would last until its time limit would run out. The objective of the players is to defend the tower, wave after wave until they perish to enemies numbers.



 

 

IF YOU ARE MORE INTERESTED HERE IS THE DOCUMENT OF THE CONCEPT PHASE (I KNOW IS ITALIAN BUT IS JUST FOR SHOW)

POST MORTEM

In the end, all the ideas we had were ultimately done and this allow the gameplay to be more original and creative, this was my first jam in absolute as a Designer, and thanks to my lead I started knowing the tasks and job of a Designer.
"At first I was afraid to try, but after I couldn't stop designing or having ideas, was such a refreshing experience"


 

 

IN THE END

I learned a lot in the jam, how to supervise artists and help them with their doubts and explain the design choice and how it would be represented in the game. Collaborate with colleagues and help them with their documents or simply discuss ideas and their implementation in the game. I will never forget the happy faces and how I felt so proud while playing a game that I've been working on.


 

 

bottom of page