BIP is a 3D Puzzle-Platformer that not only tests players’ logical thinking but also their moral ethics. Players must interact with the game’s environment and other androids to solve puzzles, avoid being disintegrated by lasers and rogue AIs and make morality-based decisions called ‘compassion choices’.
Game Designer
- Leading all aspects of the design process
- Writing detailed design documents
- Communicating designs and requirements to team members across disciplines
- Designing and building levels in Unity
- Narrative design
- Designing and modelling low-poly characters in Blender
- Revising work based on feedback and testing
- Representing the game at industry events
- Writing detailed design documents
- Communicating designs and requirements to team members across disciplines
- Designing and building levels in Unity
- Narrative design
- Designing and modelling low-poly characters in Blender
- Revising work based on feedback and testing
- Representing the game at industry events
Design Goals and Challenges
- Create an emotional player experience with the absence of dialogue and facial expressions
- Forge a bond between the player and the non-human avatar, 'BIP'
- Encourage the player to make engaged, mindful decisions
- Design complex puzzles that avoid player frustration
- Create a balanced difficulty curve in enemy encounters
- Ensure the player has all the tools and knowledge necessary to succeed
- Forge a bond between the player and the non-human avatar, 'BIP'
- Encourage the player to make engaged, mindful decisions
- Design complex puzzles that avoid player frustration
- Create a balanced difficulty curve in enemy encounters
- Ensure the player has all the tools and knowledge necessary to succeed
Design Solutions
- Giving the player a strong sense of reward, progress and loss, reinforced by clear character body language
- Designing memorable, anthropomorphised characters
- Implementing a choice system with direct, in-game consequences that are visible to the player
- Introducing complex problems that can be solved with simple use of learned mechanics
- Introducing a gradual increase in enemy difficulty, climaxing with level bosses
- Designing unobtrusive tutorials for new abilities and approaches to problems, and giving the player ample opportunity to practice using these before introducing complex/difficult challenges
- Designing memorable, anthropomorphised characters
- Implementing a choice system with direct, in-game consequences that are visible to the player
- Introducing complex problems that can be solved with simple use of learned mechanics
- Introducing a gradual increase in enemy difficulty, climaxing with level bosses
- Designing unobtrusive tutorials for new abilities and approaches to problems, and giving the player ample opportunity to practice using these before introducing complex/difficult challenges