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Take care of the Loonchies, little creatures that can't survive on their own. Stay alert! If you neglect them... something terrible might happen!

10 people | 36 weeks (In development) | Mobile (Android)

Roles

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Producer

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Game Designer

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Marketing

Responsabilities

As a Game Designer, I...

  • Designed a system that blends the simulation (tycoon) and pet-care genres, based on a satirical animal care concept.

  • Crafted the game's narrative and created main characters with distinct personalities.

  • Defined the life system using four key stats for the Loonchies: health, energy, social, and happiness.

  • Designed mechanics to manage these stats by moving Loonchies between facilities, each covering specific needs.

  • Introduced a penalty system where Loonchies can die if neglected.

  • Included store bonuses such as reviving Loonchies, customizing skins, boosting stats, and building facilities.

  • Conducted playtesting, starting with paper prototypes, Excel simulations, and visual mock-ups in Figma.

As a Producer, I...

  • Conducted research and benchmarking of similar games.

  • Organized Gantt charts and outlined development milestones.

  • Acted as Scrum Master: planning sprints, managing the backlog, and conducting retrospectives.

  • Created a pitch deck to present to potential publishers.

  • Developed a landing page to showcase the game.

As Marketing, I...

  • Created and managed the video game's social media accounts.

  • Generated content aligned with consumption trends to appeal to an international audience.

  • Designed the outreach campaign for external testing and the work plan for the official launch.

Creation Process

  • We started with a High Concept that introduced quirky creatures called Loonchies: lab experiments gone wrong. I was responsible for the narrative design, creating main characters who act as caretakers, each with a unique personality.

  • We used Maslow's hierarchy of needs to define four key stats: health, energy, social, and happiness, which required players to manage these needs through various facilities.

  • A penalty system was introduced, allowing the Loonchies to die if not cared for (similar to Tamagotchis), and store bonuses were included to revive and customize them.

  • The game was tested both physically and digitally before being finalized in a Game Design Document, using simulations in Excel and Figma.

Monetization

  • Since it is a game as a service, I was responsible for the monetization proposal, which included a prestige system with rewards based on the Loonchie's level.

  • Additionally, a gacha system was incorporated through a daily wheel that players can spin to obtain more resources or new skins.

  • The game's main resources (coins, stars, and gems) were balanced to establish a value hierarchy, ensuring that the virtual economy favors the use of gems.

What I learned...

Playtesting to Improve

In the initial iterations, we simulated the Loonchies and facilities with paper cutouts. Although rudimentary, this playtesting allowed us to identify gaps in the design document and adjust the game's timing and cost values. After testing the game with other team members, we found weaknesses that needed more engaging elements, leading to the inclusion of minigames and a wheel to add dynamism and maintain player interest.

Pitching to Publishers

The experience of organizing a pitch deck taught me how to tailor it to the business needs of publishers. I developed the ability to structure persuasive presentations that highlighted the most appealing aspects of the project, using an approach that combined storytelling, key data, and the game's Unique Selling Points to capture the interest of potential investors.

SCRUM Metodology

I learned to use the Scrum methodology for the first time, understanding how to manage a backlog and plan weekly sprints effectively.

This experience allowed me to structure the project development, break down tasks into achievable deliverables, and better coordinate the team, maintaining efficiency and focus on short-term objectives.

Adapting to Resources

During development, the team faced layoffs, which required adjusting the Gantt chart and redefining the project scope based on available resources. This situation pushed me to seek creative solutions, such as repurposing game assets to create social media content, maximizing resources, and maintaining project quality despite the limitations.

© 2024 - Nathaly Kalantar Portfolio.

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