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Team Portomaxx

Completion date:
January 30, 2025

Development time:
3 months full time as Lead Designer

Project type:
Self initiated study project, team (19 students)

Description

We offered what is essentially a form of alternative education to a total of 19 students (more than 1/5 of our year’s total students!) to work on a magical girl themed FPS called Sparkleblast, practicing industry standard tools and workflows. Our primary goal was to simulate a professional work environment and develop industry-standard skills, shipping a complete product was secondary.

Why Portomaxx?

I wanted to measurably improve my game design process, not just make games, but be able to show the thinking behind them. Portfolio reviews made it clear that positive feedback and high grades weren't enough, I needed to improve and document my design workflows and team experience.

I jokingly called this "portfoliomaxxing", a term that resonated with many fellow students. I established a core team of dedicated leads, who I facilitated the perfect portfoliomaxxing environment with, which I called team Portomaxx.
Presenting the game concept to the team. Portomaxx was home to a range of student-initiated lectures, from teaching Unreal to the basics of 3D modeling.
As a student-led initiative, the project received little to no institutional support. We had to figure out the team structure and workflows practically on our own, on a scale we had never experienced before, making it one of the most stressful and at the same time educational experiences of my study.

Concept & Core Player Experience

Reaching Consensus

Group ownership of the game concept was essential, but no individual concept resonated with the team. This turned into a big motivation drain. To prevent delays, I developed "Concept Squads", a method where members split in groups and write down elements they want in a game, randomly combine them into sentences, and iterate until something clicks.

In two hours we had full consensus: a magical girl themed FPS, born from the winning sentence "In a desolate world, find hope by using cute animal sidekicks that transform into guns and feeling badass, with magical girls."
Concept Squads, step by step.
Writing the MDA together with the design team.
Our version of the MDA framework (Systems, Player Actions, Player Experience).

MDA Model

As the lead designer, instead of diving straight into the engine, I chose to first work with the designers to fill out a customized version of the (somewhat archaic) MDA model. By starting with the Player Experience, I could more deliberately design Player Actions and Systems that contribute to the desired player experience, later updated by thorough target audience research.

Player Character (3C's)

Game Plan

Together with the producer I decided we would create and test three diverse Player Character prototypes, culminating in one ideal merger based on results of playtesting. Delays on this front would halt other areas of the project, so as one of the more proficient UE users, I ended up creating two out of three prototypes myself.

Playtesting would be performed in test levels that showed each prototype's strengths, and a gym level would be made for the final merger to aid the level design process.

Prototype 1

A safe, generic FPS player character with a magical double jump, primarily using camera bobbing and sway to improve game feel. (I thought if all else failed, we would have a safe and tested option we can fall back to.)

The focus is on verticality with a prolonged "magical" double jump, inspired by Juno from Overwatch (often mentioned in our target audience research). The player can scale heights quickly, which fits the magical girl experience well.
The player moves through the entire test level used in the playtest.
The player moves through the entire test level used in the playtest.

Prototype 2

An experimental, elegant ice/roller skating player character with momentum and sliding movement. (A magical girl should move elegantly and fluidly. After brainstorming with the design team, I felt that ice skating movement could achieve just that.)

Early versions were motion sickness inducing, relying too much on heavy camera sway to convey skating motion. The trick was to tie movement speed to camera bobbing, something very unconventional but very effective. I was able to tone down camera sway until it was acceptable, and the player character still strongly conveyed skating movement to the player.

Playtest

I devised a testing plan, outlining the subject, hypothesis, setup, and test questions, helping me properly prepare and document the test.

6 players tested each prototype in a screen share Discord call, answering the prepared questions. I paid close attention to their playstyle and enjoyment trying the prototypes.

Testers thought the skating movement matched the magical girl theme the best, it was elegant and, with some improvements, could be part of game they would enjoy. Wallrunning (from the third prototype made by a team member) was also a favourite. I decided to mix these two elements.

The entire test can be read on this page (in Dutch).
A level used to test one of the prototypes, quickly built with the UE 5 Cubegrid modeling tool.
A video showcasing the final merger here........

Final Merger

I incorporated the playtest feedback into the ultimate player character for Sparkleblast: Skating movement, wallrunning, easier braking and control, more air time, less head bob when jumping.

In the end, wallrunning took too many development resources better spent elsewhere. Together with the development lead, I had to make the tough decision to cut it entirely, disappointing the team. With a fixed deadline and limited resources, it was still the right call.

This essentially turned the final 3C's into a polished version of my experimental skating player character, which playtesting had shown to be the clear favourite.

Design Pipelines

Design Decision Template

Sometimes miscommunications arose about certain decisions, leading to disagreements long after the decision had been made.

To prevent this, I created the "Difficult Design Decision template", where a full decision making process can be followed and documented for future readers, including topics like personal biases, research, team input, and consequences.

An example of a filled out template, outlining the game's ending, can be read here.
Part of a filled out template, explaining the thought process behind the game's ending.
A section of the design document, easily accessible to the team.

Design Document

As the lead designer, I was the main author of the design document, a great exercise in making the entire design as concrete as possible.

In practice however, no one likes reading, and it became apparent that the design document was outdated practically the moment I wrote it. I tried incorporating as many visualisations as possible. The entire document is accessible online through this link.

I later delved into one-page design documentation, a technique I used in later projects.

Feature Specs

To effectively communicate complex features and design intent with developers, we opted for feature specs as our medium for communication, outlining user interaction, design intent, and technical implementation.

Any feature that wasn't simply a prototype and had to be properly incorporated into the game's systems got a feature spec.

I wrote many feature specs throughout the project, iterating on each one based on developer feedback.
One of the more complicated feature specs I wrote, outlining save data management. The top flowchart shows the user interaction, the bottom shows the technical implementation.

Project Management

Team Portomaxx at work in our classroom-turned-studio.

Team Structure

As lead designer, I was the central point of contact between departments, which consisted of 3 developers, 6 designers, 7 artists (+2 "freelancers"), each with their dedicated lead. Our level designer doubled as producer.

Leading the design team was challenging. Designers are opinionated by nature, and discussions could spiral over the smallest of decisions. Addressing this directly with the team improved things significantly. I learned that open communication often works better than quietly managing around a problem.

I delegated confidently to the development and art leads, both being the most proficient team members in their respective field, and capable of identifying and communicating problems early.

Strike Teams

To encourage cross-disciplinary work, I appointed strike teams, small groups of 2-5 team members focused on a specific topics like weapons, enemies, and levels, based on each team member's skills and learning goals.

I checked in with each strike team every standup, assisting where needed, such as giving the weapons team a variety matrix to structure their work.
Collaborative work from the environment strike team.
Our third sprint in progress. Because we adapted Scrum to our own needs, we trimmed the S in jest, calling it Crum instead.

Scrum

We worked in two-week sprints, deliberately skipping velocities and other in-depth analysis to avoid unnecessary overhead.

I led daily standups and, together with 3 other leads, planned over 1200 hours of work per sprint. The scrumboard allowed members of the team to self-organize and took significant pressure off my shoulders.

Notion

Notion Databases proved valuable for organizing our work, allowing us to keep knowledge and data accessible to the entire team.
Database filled with contact info of playtesters, this was especially valuable.
Feature spec database, sorted by priority.

Post Mortem

By now I have worked with all these new techniques so much that it feels like I've always known them. That is what made this team project so incredibly valuable to me, as a leader I had to be able to justify everything I do, and therefore also master all these processes properly. I now apply them instinctively to new projects, which has given me a much stronger foothold during my creative process, which was exactly what I set out to achieve with Portomaxx.

Sparkleblast did not reach a shippable state by the end of the project. Managing consistent output across 19 students in >3 month timeframe proved an enormous challenge, one I underestimated going in, and one that taught me as much about production management as anything else on the project. Together with a small portion of the team, I'm planning to polish and release a demo on itch.io, as a showcase of what we have achieved.

Ironically, all this 'overhead' of production and leadership tasks meant I was able to portfoliomaxx less than I had originally hoped. But this was without a doubt the most educational project I have ever been part of, making it more than worth it. Saying I learned a lot would be an understatement. I feel I have undergone an enormous period of personal growth, both in terms of game production and on a social level. Perhaps it's not so surprising that I transformed so much, given that our game is about magical girls!
The definition of 'portfoliomaxxing'.