This design takes a look into the world of Hypercasual Mobile Games and follows my design journey of creating a prototype version of one of these games.

An example of some of the assets from my game.

About this Design

For the first part of our games design module, we were tasked with investigating the area of Hypercasual mobile gaming. This genre covers mobile games which are designed for general audiences and to be played for short, but frequent periods of time (often utilising one key mechanic – such as tapping, swiping or swerving).

Approaching the Task

Before conducting any further design, my first stage was ideation and research, to both work out the needs and requirements of this particular style of games, as well as to begin to decide on the elements that I wanted to implement in my prototype. The use of mindmapping, sketching and secondary research significantly contributed to the success of this process.

An example of one of the initial mindmaps from my planning stages.

Additionally, along with the second set of deliverables from this module, I documented the design process thoroughly through my Individual Design Document (featured below). This facilitated the presentation and expansion opportunities for my designs, alongside offering a structure for my design process.

The Final Product

As aforementioned, the key deliverables from this project included: My design documentation, sprite sheets and level assets, and a sample animation generated in Unity.

Overall I feel that this project was successful, through the clear and concise idea (detailed in my design document) as well as the variety of deliverables presented, which can be further expanded upon in the future.