KarmaFinal.jpg

Instant Karma

A unique management game for the iPhone and iPad. During gameplay the player must protect and nourish their flowers to gain good karma, complete the celestial, and achieve Nuclear Nirvana. The player is faced with positive and negative choices when dealing with their flowers and the enemies sent to destroy them. They must balance their actions as positive choices gain good karma, but negative actions are quick and easy saving time. The game becomes more intense as the player progresses, including visual stimulation.

 

Goals

  • Intuitive management system

  • Challenging game play

  • Clear progression indication

TASK

I set out to create an interesting management game with unique mechanics and fantastic style for Happy Badger Studio. With thorough stakeholder discussions, extensive game documentation and task flow charts, and initial prototypes the result was creation of games documentation, preliminary game assets and interface prototypes to allow the easy production and implementation in the future.


Task Flows

Various task flows were created to help the programers and artists visualize various gameplay aspects. I gave them a bit more color in the hopes of making the game documents a little more interesting and digestible


Wireframe of playfield

In-Game Wireframe

I designed a simple playing field due to the high level of detail in the artwork.  The artwork is purposely designed to be a little distracting so we need to keep the UI simple.  The gestures that were planned to be used were tap, slash (swipe), swirl (swipe around in a circle pattern).  The gestures were geared to a certain karma.  Tap was neutral and a navigational tool, Swipe was a fast solution, but gave bad karma as it had a bad effect such as killing, and Swirl which was a slow solution, but gave good karma and always was a beneficial effect.


Final Design

Final Design

An example of a final playing field.


UI Animations

Celestial Rotation

Celestial Rotation

Karma Vines Growth

Karma Vines Growth