Chain Reaction is a third-person platforming game that can either be played alone or cooperatively. You take control of two contestants with the goal of completing each level as fast as possible, as well as collecting coins along the way in order to get the best possible score and be declared as winners of a game show. However, the contestants are chained together, and it is vital that they don’t break the chain, or else the game is over.
Team
3 Designers and 3 Artists
Project Duration
3 Months
Game Engine
Unity
Tools
Discord, Perforce, ProBuilder, Cinemachine, Jira, TestLink, and Miro
My Roles
Test Lead, Programming (C#), Game Design, Level Design, Environmental Design, Set Dressing, Concept (Trailer), and Co-Editor (Trailer)
The focus was to expand on a game concept and be a part of a large and prolonged project that revolved around the production and post-production phases. There was also a strong emphasis on regular testing throughout the project’s duration, as well as familiarizing with the creation of a closing kit before publishing on the Itch.io website.
I volunteered to be the Test Lead and monitored various tests that were created in TestLink. There was a strong collaboration between me and the Scrum Master, who managed tasks on Jira, so that any new additions or issues that were encountered could be immediately planned for testing.
Me and the others designers quickly added as many interesting mechanics and features to a design document. The document filled up rather quickly during the course of production, since we were constantly iterating on what could be interesting in terms of design.
I helped to implement a lot of scripts during the production. They mostly concerned the player movement, input system, and level hazards such as the turret and gravity well. The separation of the players and cubes in level 8 and 9 required that I implement a script for the multicolored doors. The script ensured that anything that doesn't correspond to an object's identity will not pass through a particular door.
All of the aforementioned scripts were refined throughout production, since all of us designers encountered numerous challenges along the way. The challenges with the scripts stemmed mostly from how the player was controlled and moved, since our goal was to let players contol both characters on either a single input device or multiple ones. It was also challenging in terms of understanding Unity's new input system, and to discern how it differentiated from the older counterpart.
Us designers in the group had extensive discussions regarding concept images, specifically for Level Design. We then started sketching a few images to show each other the various ideas that we had in mind. My contributions were a few sketches on pieces of paper. These sketches were simply me trying to figure out how one could harness the experience of working together as players, and even be forced to separate from each other.
This project not only taught me a lot about Level Design and how the player interacts within the parameters of the game world, but also how excellent group dynamics can have an impact on the overall quality of the product. Every single person on the team was on the same page and was fully dedicated to ensure that the game was as good as it could be. With the help of both small and larger tweaks, it allowed us to hone in our respective skills and to showcase a game that we were very proud of.