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Roles: Gameplay Programmer,
Game Designer
Team Size: 15
Project Time: 8 months
Forgotten Playland is a free-to-play social party game. Set in an isolated and abandoned attic, a group of small plush toy characters have been left to their own devices. Where playful chaos, exhilarating party games, and adorable characters collide.
For this project, I introduced Gameplay Ability System (GAS) and related technologies to our studio, building up an in-house knowledge base. I used this knowledge to create a toolset for modular minigame experiences. This toolset was intended to enable independent parallel production of minigames after the game went live. The game-specific aspects proved effective for external parties creating additional minigames, while we were able to put the game-agnostic tooling to great use for our new projects.
Additionally, I collaborated in designing and prototyping two minigames for the initial launch. I independently concepted and prototyped gameplay mechanics, and iterated on them based on feedback and changes in requirements from stakeholders.
I was responsible for all of the gameplay implementations for launch. This responsibility included creating network-ready systems to support the gameplay of the minigames and optimizing networked gameplay interactions.
I set up base user interface implementations and their interactions with gameplay systems based on UI/UX designs. I set up our workflow for animation, VFX, and SFX implementations.
Working with vision holders to prototype many minigames
Creating multiplayer-proof gameplay implementations
Developing core modular gameplay systems and tooling
Enabling external parties to independently create minigames
Debugging to create a stable build for launch
Optimizing network performance and online experience
Creating robust and extendible user interfaces
Staying on top of emerging technologies; adopting new technologies independently
Adjusting designs to meet client requirements and expectations
Rapid prototyping techniques to demonstrate the validity or invalidity of others' and my own gameplay ideas
Robust & modular multiplayer gameplay systems & tooling
Documenting work to transfer knowledge, enabling other programmers and team members to understand how to use new systems & features
Optimizing network performance for low latency and bandwidth
Ability to design & implement scalable multiplayer architecture
Working with every discipline to ensure that the user interface meets functional and visual requirements
Jungle Rumble puts the players on an increasingly fast platform that zips through obstacles. Slap others into the obstacles, but be careful of the incoming dangers yourself.
Bumper balls is a fresh take on a classic concept; players bump each other off an arena surrounded by a toy train. The train carts can save your life or boost your attacks, but will topple after.