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Baaa-Lend In

​Team Size: 5
Project Duration: 4 months
Software Used: Unity
Languages Used: C#
Primary Role(s): Technical Designer

Baaa-Lend In is a 2.5D point-and-click, humorous, visual novel game made with Unity. You are a goat that has been mistaken as the president. You must Baaa-Lend In if you want to further the goat agenda.

Snippet of Game Design Document

Design Pillars: Story-based, Choices matter, Comedic.

Contributions

Technical Design:​

  • Wireframing UI designs in Photoshop

    • Close collaboration with UI/UX team members

  • ​Advocated for accessibility features like difficulty selection and tutorials

Ballot box on a desk in the foreground. Door with exit sign in the background. Default, hover, pressed versions of exit door/button. Cursor default and onhover versions, goat hand and goat hand with ballot.

Main Menu Wireframe

Difficult and Easy oval buttons. Easy button has a short description. Hover and Pressed button mockups with goat hoof stamped into it.

Difficulty Selection Wireframe

  • Main designer and programmer for goat/human bar value mechanic and 3D applicant sorting minigame

    • Worked off of item manipulation codebase provided by other programmer

    • Programmed randomized generation of random applications​ using prefabs and instantiation

    • Implemented interactive tutorial

    • Designed and implemented results screen with clear feedback

Applicant Sorting Minigame

Post-Mortem

What went well: 

  • I was able to get the other minigame designer on board with implementing a hands-on tutorial. I admire the way he implemented his.

  • My collaboration with the UI artists went smoothly thanks to detailed wireframes.​

What went wrong: 

  • The gameplay tutorial did not teach the applicant scoring system in the way that I'd hoped.

  • Some programmers had trouble learning Unity, and some features took longer than expected.

What I learned:

  • I got firsthand experience with the need to ask play testers specific questions. I had questions that couldn't truly be answered and verified with the first vague prompt that came to mind.

  • I gained a better understanding of what's important for a good tutorial. My tutorial was part of the gameplay, but the scoring system, which I considered important, was only explained through text. If I were to do it again, I would ensure the players could go through a mini-version of the minigame and scoring screen before getting into the real thing, for as many times as they'd like.

  • I gained familiarity with Unity 3D, scriptable objects, prefabs, and instantiation.

©2024 by Game Design Portfolio Ziad El-Rady.

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