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Don't Let Them Cook

Don't Let Them Cook is a project that lasted 5 weeks. With a team of 11, we aimed to create a colorful and humorous universe inspired by meme culture.
 

To achieve this, we initially chose to go for a metroidvania but later decided to shift toward a cinematic platformer.

I worked as a System Designer, where I tested, documented, and developed the game's mechanics.

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My Contribution

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  • Documentation Creation

  • Sound Design

  • Testing and Feedback

  • 3C Design

  • Power Mechanics Creation

  • Interaction Management with the Environment

  • Boss Mechanics

  • Narrative Development

  • Mapping

  • Persona

  • Business Analysis

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About my Work

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The project's greatest strength lies in its art direction, so I had to design a system that supports the player's progression without overshadowing the aesthetics.

By listening to feedback from the artists, I was able to implement a non-intrusive system focused on discovery and exploration

Game Design Intentions

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At the start of the project, we aimed for a Metroidvania style, which led me to develop mechanics for backtracking, progression, and movement. Later, the challenge was to adapt these ideas to fit the style of a Cinematic Platformer.

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To adjust, I decided to place greater emphasis on environmental interaction, stealth, enemy aggro, and unique special abilities for different characters. These changes allowed me to create a more dynamic gameplay experience while aligning it with a more contemplative and less systemic style.

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Game System

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To See More

Example of a feature description: I provide a comprehensive breakdown of its functionality to ensure clear and precise guidance for the technical team.
This is complemented by a Feature Loop to facilitate a deeper understanding.

PARTOUT

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Implementation of a complete detection system in the form of states to assist the tech team in development and minimize communication errors.
Each state represents a specific behavior along with its characteristics.

PARTOUT

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