Process:
Early Concepts
The group narrowed down on the premise of a shape-shifting alien that must blend in at a dance party in order to advance. To this end, the designers and I created concept art for characters, environments, hazards, and overall atmospheres we wanted for our game. These are some of the drawings I had to contribute:
![](groovethatgoob/earlyconcept1.jpg)
![](groovethatgoob/earlyconcept2.png)
![](groovethatgoob/earlyconcept3.png)
I also contributed some potential character designs. On the left is a sketch of a character conceieved by Shania that would make it to the finished game: Boots. On the right is an unused character created by me.
![](groovethatgoob/earlyconcept_character1.png)
![](groovethatgoob/earlyconcept_character2.png)
These early concepts would translate well into our first digital prototypes, and our intended aesthetic would become increasingly apparent as we polished the game with updated visuals and controls.
![](groovethatgoob/earlyconcept5.png)
Non-Digital Prototype
Before beginning any digital prototypes, we were tasked with thinking about our gameplay loop critically by discretizing it. To do so, we created a non-digital prototype which allowed us to explore this concept of a rhythm/stealth game through a turn-based board game. We began by breaking the board game into a grid. We would describe the player, other dancers, hazards, and their various attributes on cards. In particular I contributed backing boards, grid paper, and 3D prints of our titular character for play testers to use. I joined my team in creating three level-boards to be used in playtesting with the rest of our class as participants.
![](groovethatgoob/ndprototype_1.jpg)
![](groovethatgoob/ndprototype_5.jpg)
![](groovethatgoob/ndprototype_2.jpg)
![](groovethatgoob/ndprototype_3.jpg)
![](groovethatgoob/ndprototype_4.jpg)
Asset Production and Animation
Following the non digital prototype and the initial digital prototypes, my work became creating animations based on sprites provided by Shania. Additionally, I worked on a UI animation for our DDR-like (Dance Dance Revolution) arrows when the player lands a perfect input.
![](groovethatgoob/animation_boots-front.gif)
![](groovethatgoob/animation_boots-right.gif)
![](groovethatgoob\animation_mullet_front.gif)
![](groovethatgoob/animation_mullet_left.gif)
![](groovethatgoob\animation_ponytail_front.gif)
![](groovethatgoob\ui_perfect.gif)
My other major contribution was in created the art for the tile map, which would be populated throughout the levels in our game.
![](groovethatgoob\tilemap.png)
Steam Release
Following our success at the Game Design showcase that year, our team decided to release the game on Steam. I became the lead designer for the summer we began its release. A highlight of our work was our social media campaign and the production of trailers for the steam release.
![](groovethatgoob\steamrelease_promo_1.png)
![](groovethatgoob\steamrelease_trailer_character_turnaround.gif)
![](groovethatgoob/socialmedia.jpg)