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DEVOURED
VIDEO
OVERVIEW
Devoured is a 2D point-and-click side-scroller puzzle game. Play as Nobody, a little girl who is kidnapped into a human trafficking facility while under the influence of a parasitic and carnivorous plant.
The game features a whimsical but creepy artstyle, as well as simple and straightforward game controls with an emphasis on puzzle-solving, stealth and exploration.
ROLES
Lead Designer
Audio Designer
Project Manager
DEV TERM
Feb 2023 - May 2023
TASKS
Design
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Conceptualized theme, story and gameplay mechanics
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Conceptualized, sketched and designed all levels
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Searched and compiled all audio assets
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Arranged all audio placements
Project Management
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Compiled and organized project folders and documents
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Set weekly goals and supervised team progression
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Organized meetings and weekly progress updates
Others
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Led pitch presentations (Proposal & Proof of Concept)
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Performed user testing, quality assurance, bug-testing


Project Duration
14
Weeks
Team Size
6
Game Engine

Platform

This game is submitted as an entry for 'MYDCF: SEA Game Award 2023'.
Background Credit: The Messenger
Icons by @reffpixels
DESIGN PROCESS
CONCEPTING
This project was done as part of a school project. For each team, we were given choices to pick a theme from each stream. Hence, we picked the following:
- Art: Whimsical Colours
- Design: Cost and Consequences
- Tech: Switches, Toggles and Buttons
In addition, we were also given the general theme of 'YOLO'. Due to this, we decided to create a horror-esque puzzle game with a style inspired by Fran Bow, Sally Face, Neverending Nightmare etc. To further emphasize the said theme, the team decided to implement the parasitic plant 'Devour' as a character that is threatening the life of our protagonist, 'Nobody'.
We first focused on conceptualizing the core game mechanics that will be implemented to give clarification to the general scope of the project. These mechanics include Point-and-Click Movement, Interaction System, Inventory System, Trafficker Mechanics and Hiding Mechanics.
Furthermore, to further conceptualize the player journey of the game (for the purpose of establishing art assets, design elements and technical features early on, and finalising the core concept), I have compiled a table listing the core puzzles that each level will be highlighting, as shown below:
From this point, the team understands the expectations and resources needed to complete the game. Hence, we enter the Preproduction Phase to begin developing the game. The initial idea was that this game would contain 5 stages.
PRE-PRODUCTION
Leading up to the Proof of Concept Pitch, I sketched two maps for the level design of the game. Stage 1 would serve as the tutorial stage where the player gets used to the controls and mechanics of the game, while Stage 2 opens up the player to a bit more exploration and challenges.
The information required to communicate those design ideas to the team is documented in a Google Docs file known as Level Design Dump. In the document, the layout design, events, interactable objects and items of each level is written and compiled by me, while the other designer of the team took care of the first-iteration dialogues.
During the Proof of Concept Pitch, our game received critiques from the lecturers. One of the major design concerns was the complication of the game's Key Item - Meat. Meat is an item that makes the parasitic plant - Devour interact with the environment. The gimmick was that another Meat cannot be used for a while after using one for a puzzle. We decided to remove that gimmick for a more straightforward and less confusing gameplay, which made it easier for me to create the intended gameplay experience.

Fig 12. Game Mockup (Pre-production Phase)
PRODUCTION
After considering the critiques received, I have decided to revamp the Core Puzzle List, as well as the previous design done for Stage 1 and Stage 2. Due to limited time and resources, we decided to remove Stage 5 and combine both Stages 3 and 4 into a single stage.
Leading up to the Vertical Slice pitch, I also designed the layout, events and item list for Stage 3, as well as assisted the other designer on the team with refining the dialogues.
In addition, to help the players better identify their in-game location, I have also designed several nameplates and their placements on the map. In the Level Design Dump, I have also included a written walkthrough for each stage to help communicate the intended design experience to the team better.

Fig 16. Game Screenshot (Production Phase)
BETA DEVELOPMENT
During this phase, more focus was put on implementing audio effects for the game, as well as Quality of Life features with minor tweaks to the design according to the feedback received from the Vertical Slice Pitch.
Due to yet another time constraint, the team decided to cut down Stage 3 to a shorter level by combining two separate major areas into one single package.
SCREENSHOTS


Fig 18. Preview of an Interactable Object

Fig 19. Preview of Trafficker and Hide Mechanics

Fig 20. Preview of Interaction via Devour

Fig 21. Preview of Stage 2's Major Puzzle
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