Rayman's Incrediballs: Dodge!!
Game Designer.
Ubisoft Vietnam, Team size:7
March 2021 - August 2021.
Genre: Hypercasual, Multiplayer, Arcade, Party.
Platform: Mobile (primary), Tablet, PC.
Rayman's Incrediballs Dodge is a multiplayer arcade game in which you'll have to be the last player standing in the arena by dodging the many deadly objects and traps that will come crashing down on you. It's the anarchy in the jungle and the Incrediballs will engage in ruthless clashes to try to survive the chaos. Dodge the various bombardments so as not to lose your life (you have three lives in all) and be absolutely sure to stay within the limits of the arena when it begins to shrink!
Responsibilities:
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Lead and managed all aspects of design from conception to release (including balancing updates).
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Created, defended and maintained all design documents through multiple iterations.
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Helped analyze the Tableau data for balancing/polishing updates together with the game economy designer.
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Prepared the roadmap for post-launch content updates with the product manager.

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Achievements:
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Created a flexible game system that governs overall gameplay, pacing, obstacles etc,. The system can be reused to create different game modes with ease. Speeding up creating different game modes much faster.
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Highest retention amongst the Ubisoft Nano season 3 games.
Challenges: Creating a Central System to Govern the Game.
The game system controls the presence of obstacles, grid size (grids decrease as game progresses), objects and power-ups spawning and projectile spawning. The sheet below explains a bit the parameters of control.

I divided the gameplay into phases so the values can be updated for each phase to provide a gradual increase in difficulty, last phase being the endless mode with the highest difficulty.
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Parameters of control included:
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Min and Max cooldown between spawning projectiles/power-ups/obstacles.
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Min and Max spawn count for elements to ensure the correct amount of elements present at all times.
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Min and Max spawn range per wave to ensure not too many or too few elements spawn at once.
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Ensuring all parameters had a range for added unpredictability and chaos into the gameplay formula.
Challenges: Level Generation and Pacing.
For Pacing: Each game has 'x' phases (tweakable from the master system), pick-up and hazard spawn intensity depends on current phase. Depending on what phase is active cooldown between projectiles also changes.
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Each Phase has a Time Stamp which indicates when a phase begins. Example: phase 2 begins at 30s time stamp (when 30s is complete in game).
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Each Phase also controls Grid Size, which determines the size of the current arena. As phase increases the Grid Size decreases (until it reaches minimum Grid size to trigger endless mode).
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Game proceeds to the next phase depending on Time stamp OR if many players are knocked out. This is controlled by master system (tweakable parameter), if number of players eliminated while in a certain phase exceeds a certain value (tweakable parameter). The phase automatically proceeds to next one.

Level generation is Procedural. Completely controlled from a series of csv files which serves the following purpose:
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Control the flow of Gameplay Ingredients (Pick-Ups and Hazards)
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Control the overall Pacing (Grid size, duration of a phase and total number of phases)























