Evil Tortoise

Evil Tortoise Racer is a third-person 2.5D web game with the main objective of winning the race against the much more speedy rabbit. An unlikely goal at first glance, however, the chances shift dramatically as our anti-hero will encounter opportunities to modify the racetrack, effectively leading the rabbit into going on longer paths or straight into a trap previously set. The top-down view shows the whole maze map for the race from the start therefore allowing very precise stra -tegies and planning to be made.

2020.09 - 2020.12
UX Design | Visual Artist

My Deliverables

Conducted on user research and primary research.

Helped to conduct on user survey.

Visual design including color palette, environmental assets and other elements.

Interface design for home page, instruction page, game over screen.

Visual design for score board, ranking board.

Video production for final game trailer.

Walkthrough Video

Essence Statement

Sabotage the rules of the game and craft your way through chaotic maze maps as the Evil Tortoise, a smooth slow-pacing race athlete determined to defeat his nemesis, the Rabbit, in a race to the finish line. With a collection of powers and manipulatable environment objects found along the way, The Evil Tortoise must use his deceitful mind in implementing strategies to slow down the Rabbit, the more crooked the methods the better. Embrace the power of dishonesty and there is nothing that can stop the Evil Tortoise from achieving victory!

Key Features

Agile Development

Game Ideation

The team developed the game with agile development methodologies. By spreading our ideas out of the boxes after researching, we finalized our core mechanics of the game and used a flow chart to re-organized our ideas together.

Design Decisions

The team made design decisions by testing out several different concepts of design styles with out cohort. From our user survey, we analyzed the respondents' answers and concluded some of the insights from their answers which helped us made our design decisions. Besides, the team also conducted a general research of different visual designs of the similar genre of game to find the most appropriate and engaging style.

Art Concept

Art elements collection including animated characters, environmental design and UI components

Visuals are designed using PIXEL art style to achieve retro/nostalgia look & feel aligned with the casual/maze theme of the game. Besides, we created a series actions of the main characters to develop the animations during the game. Our game is built with a top-down perspective with 2.5D layout. The low saturation colors including olive green and ground yellow will give user a sense of dark forest.

User Flow Diagram

Players will be required to login to our game with a random username to receive game records and summaries when games over. After players end the game, the score ranking will show their ranking based on our database. Also, as a web game, they can directly share the game or their ranking to their friends through social media like Instagram, Twitter and Facebook, etc.

Level Progression

Play Testing

After our first stage development, we conducted our play testing session with our cohort alongside a user survey which will serve us to better understand their insights and refine our game.

Through our play testing results, we learned that over half of the players were able to understand our complex features and maze maps. During the game, a majority of players would spontaneously avoid the enemies (red frog) and will use trap as one of their strategies to slow down the rabbit.

However, in terms of some featured elements like teleport hole or breakable fence, players found confused or have no idea how they would interact with those elements at the first place. They felt more smooth after several levels.

What I Learned and Gained?

As my first game design project, I learned how to rearrange all our ideas into a logical way to conclude our core mechanics. My obstacles during the project is to figure out the most appropriate art style for the game and how to make it unique. However, as the project moved, I realized that every game is different and unique, sometime the meaningless elements can also become features and spice up the gaming experience.

Also, sine the team were work remotely and our teammates were in different timezone, so another biggest obstacle was that we need to find appropriate time for team meetings. In order to collaborate cleverly and effectively, we use Miro board as one of our communication tools to post our findings or updates. And the team were really responsive to each other. As a result, the project went very smoothly.

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