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Cubic

About

My Role: Game Designer, QA- Tester, Wireframe Designer

Genre: Brawler

Players: 2 - 4
Time: 5 Weeks
Platform: PC (Xbox Controller Required)
Engine: Tengine (In-house engine)

My Role

I was a bit of an all-rounder in terms of game design here; The designers who worked on this project held many meetings where we, as a group, discussed the game mechanics and level design. Every designer got their opinions heard and considered during this project.

The Levels

We originally wanted the levels to each have their own unique game mechanic. Eventually, one of these ideas came to pass with the space level, which doesn't have deteriorating blocks like the ice level and lava level, but uses doubled movement speed and a smaller level instead.

Wireframes

I was in charge of making wireframes for every screen.

First, I needed to establish what screens we were going to have in the game. When I had this information, I created some simple layouts that made it easy to see what was needed on each screen. I submitted these images to a document and made a thorough list of every object; What it was, what the function was and if it needed a graphical asset.

Summary

Cubic is a brawler for the PC where each Player takes control of a cube and competes to be the last man standing.

 

The goal of the game is to be the final Player remaining on a level for a set amount of rounds. This is achieved by moving along a grid-structured level and trying to tackle the opponents' cubes off the level.

The levels' designs makes this an even harder task - As the Players move around, the tiles start to deteriorate until they disappear completely, leaving less and less space for the Players to stand on. (Fire level and lava level) Alternately, the tiles don't deteriorate, but the level is smaller and the movement speed is doubled. (Space level)

The amount of rounds needed to win is set before the game starts. The Player who wins the set amount of rounds first is the winner.

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