BzZap!

BzZap! is a 4-player PC game developed in 16 weeks by Team Condors for our client Visual Concepts (NBA 2K19). Players take advantage of teamwork and elevation to glide and dive to the net.

This project was the product of 8 weeks of prototyping ideas and testing concepts. BzZap! was taken from prototype to publication in 6 weeks. It showcases a unique movement type in gliding and flying, but lacks responsive camera and controls, both of which I championed throughout the semester. BzZap! could have used more iteration time on my end, but the experience of taking a game from concept to product with a Lead Game Designer on my team was a major milestone in my game design journey.

Role: Game Designer Team: 6 Members Engine: Unity


Some footage from our open house presentation of high level gameplay! Credits to Bryan Kim, Magian Li, Julian Ochoa, Xuejun Wang, and JD Min for showing up in this video!

Gameplay Footage

Two playtesters face off against both game designers on BzZap! The team was testing new strategic plays and movement, and the playtesters caught on to the tactics faster than we intended. This video is proof that defense wins championships.


This is a sneak peek of our (almost done) game, now titled "BZZAP!" We still have some minor UI and playability tweaks to add into the game, and will be gear...

Week 15 Design Iterations

  • To encourage passing and teamwork, players now lose possession of the charge when they touch the ground.

    • To avoid getting stunned, players must pass the charge before losing it.

  • Players are stunned for longer periods of time.

    • This decision was made to break up to confusing, rabid-dog fights that frustrated players.

  • The ranged “zap” lock-on mechanic can no longer be activated from across the map.

    • It was overpowered.

  • The charge’s speed when passing is now slower, allowing for more interceptions throughout.

    • Players felt powerful when they were able to intercept passes.

  • The overall speed of the game has been balanced to be more methodical.

    • At slower paces, players were able to take in more information at once.


Week 13 is our last big weekly update before gearing towards finalization and polish in week 14. In this build, we see the first stab at a main menu screen (UI incoming), as well as a player ready up screen to help people figure out which corner of the screen they are in.

Week 13 Design Iterations

  • Implemented a main menu, where players can see the control scheme for BzZap!.

    • The main menu also shows the computer tower where the game takes place, fleshing out the narrative.

  • The player’s stamina bar now visually “shakes” when it reaches 0.

    • Players were confused as to why they could no longer boost.

  • Fans now emit vertical particle effects.

    • Players wanted the fans’ purpose conveyed more clearly.


This week we have made numerous improvements to the visual fidelity of our game with a focus on clarifying visual information given to the players. In addition to this, we've been working on creating more intentionality in how players traverse the arena - allowing for more interesting and rewarding use of glide, dive, and roll mechanics for strategic play.

Week 12 Design Iterations

  • Toned visual language down, including player trail and environment ramps.

    • Players were processing so much information at once, they had trouble finding the important gameplay elements.

  • Minimap implementation with individual markers.

    • Players wanted to know where they were in relation to their teammate.

  • Camera system has been iterated.

    • Ball cam now sweeps to and from the charge, rather than a jarring jump cut.

  • Arena design has been iterated.

    • With less fans and elevated platforms, defenders have more opportunity to block dunks.


Week 11 we have been working on fixing problems noticed last week with camera and control schemes. After this polish, we feel like this build has been more productive in getting to the core of how we can further improve player interactions - both attacking and defending.

Week 11 Design Iterations

  • Players must be above their enemy to “dive bomb” them.

    • Before this decision was made, players were just holding the attack button and were able to keep attacking their target.

  • Strategy has been iterated to encourage couch conversation (one of the design pillars).

    • Players must now maintain a stamina for their attack.

  • Iterated visual feedback to players.

    • VFX to better convey direction of player movement, “charge arrow” to show players where the charge is at all times.


This week 10 prototype shows off some new environmental art, as well as the introduction of some more competitive mechanics. In this video we can see two teams of players (yellow and purple) competing for possession of the ball to score. The main change gameplay-wise from last week's build, is that we now have conditions for stealing the ball.

Week 10 Design Iterations

  • Ramps that line the edge of the arena now convey more movement to encourage players to glide more.

  • Players can attack players with a ranged “dive bomb.”


This prototype is our week 9 work - we have been testing this both internally at the ETC as well as at GDC with outside developers and participants. In this video, we can see two teams of two (red and blue), trying to grab the purple ball and dunk themselves in the opposing hoop.

GDC 2019 Playtest Feedback

  • Movement is new and different, and feels like a fun basis for gameplay.

  • Players found speeding up a ramp as a ball fun.

  • Players found hitting enemies fun.

  • Players found the camera controls frustrating.


 
54080386_10214589787881911_633626337516453888_o.jpg
 

Team:

Omar Cheikh-Ali: Our team’s producer. He has design and production experience to contribute to the project.

Swapnil Mengade: Our team’s programmer, interested in learning more about the game development pipeline as an engineer.

Healthy Moeung: Our team’s artist, bringing experience in 3D modeling and character design.

Julian Ochoa: One of our team’s game designers, I’m interested in working closely with our programmers and learning more about prototyping with C#.

Xinyu (Mimi) Wang: Our team’s UI/UX designer, also bringing experience in 3D art and visual effects.

Xuejun (Sally) Wang: One of our team’s game designers/programmers. She brings experience in both of these areas to our project.