WAKE
WAKE is a puzzle game for Android. When one day all the clocks stopped working, the world fell into an eternal sleep. The player controls an alarm clock, unaffected by the curse that must free people from their dream worlds. When the alarm clock is wound up, it begins to run forward and the time is ticking with every step. The longer the alarm clock is wound up, the more steps it takes and the more time passes. Each person must be woken up at a specific time. So the player has to make sure to move the alarm clock to the right place at the right time to wake up a person – every step counts!
The levels are composed of the dreams of the sleeping persons. When a person is woken up, the associated dream elements disappear. The level changes and new paths and possibilities are opened up. In later levels there are also interactive elements that the player can move via touch input to change the level, items that the alarm clock can collect and use elsewhere, and broken clocks. If one of the clocks is repaired, it can also be wound and moved. Each clock has different properties that the player must use to solve the puzzles. WAKE consists of 8 levels and has a total play time of about 2-3 hours.
Under the studio name "Puzzled Apart" we developed WAKE in a team of five in the master's degree "Media and Game Design" at the Harz University of Applied Sciences. Over a period of just under a year, the project went through all the usual stages of game development: from the first pitch and the concept phase, to the development of increasingly elaborate prototypes, the design and implementation of the levels, testing and polishing, to the final release in the Google Play Store. During this process, I was responsible for leading the team. While the other team members were in charge of the environment art (Jenny Albrecht), character art, animation & sounds (Marcel Jürß), UI/UX (Madeleine Reinwald) and marketing & quality assurance (Johanna Daher), I took care of the game and level design, project management as well as the technical implementation in Unity.
One of the level designs can be seen here. These were then discussed, adjusted and refined in the team. The final designs were then handed over to the environment artist to create the required assets before the levels were finally implemented and tested in Unity. As the project manager, I also had an overview of the project in general, distributed tasks and coordinated workflows. Including clearly defined milestones, market and competitor analysis, risk management and testing with different player groups, the entire game development process was completed within a year.
Development period:
April 2017 - March 2018
Technologies:
Unity | Adobe Photoshop | Adobe Illustrator | Clip Studio Paint | Cinema 4D | Ableton Live
Other project members:
Johanna Daher | Jenny Albrecht | Marcel Jürß | Madeleine Reinwald