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Creative Portfolio Nathaly Kalantar 2024 (2).png

Help the robot Tom8-0 bring his plant home... before it explodes! Type quickly to move across the board, and be careful not to make mistakes.

13 people | 48 weeks | PC (Windows y Web)

Roles

Creative Portfolio Nathaly Kalantar 2024 (8).png

Producer

Creative Portfolio Nathaly Kalantar 2024 (8).png

UI & UX Designer

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3D Artist

Gameplay

Video Pitch (1st version)

Responsabilities

As a Producer, I...

  • Conducted research and comparative analysis of similar games to establish a solid benchmark.

  • Led the development of the game during the first phase of the game jam, ensuring the team stayed on track and met their objectives.

  • Developed a pitch deck and took charge of writing, recording, and editing its video version.

  • Designed the game's itch.io page for its promotion and online distribution.

As a UI & UX Designer, I...

  • Created a screen flow mockup for the game.

  • Designed the first version of the user interface (UI) for menus and HUD.

As an 3D Artist, I...

  • Modeled the 3D environment where the character moves, using the voxel technique.

  • Textured the game scene with UV Mapping.

  • Implemented 2D assets into the 3D scene in Unity, simulating a 2.5D effect.

Creation Process

  • The game jam offered a series of optional themes, from which we chose to work with "Casual Game," "Rethink the Classics," and "No Plant, No Planet".

  • The idea emerged from imagining a military robot that, ironically, feels a deep affection for plants. The objective of the game is to progress across a board with squares, similar to LUDO, within a time limit.

  • The most prominent mechanic was "typing", as we aimed for the game to have dynamism and create a sense of frenzy for the player.

Iterations of the screen flow and game board

TOM-8 _ Research (1).png
TOM-8 _ Research (3).png
TOM-8 _ Research (4).png

1st version UI

  • During the Game Jam phase, an interface was designed inspired by solid colors and geometric shapes.

  • The first game build had a very "sketch" visual style, so a simple and recognizable UI was chosen to create harmony.

  • In future iterations, the focus was on establishing a visual hierarchy so that the word to be typed would take center stage, considering the fast-paced nature of the gameplay.

Integration in Unity

  • Alongside the board design developed by the Art team, the modeling was done in 3ds Max, maintaining a voxel aesthetic inspired by games like Minecraft.

  • The 2D assets were placed in the Unity scene at a diagonal angle to avoid a flat visual effect and provide greater depth.

  • Since the camera moves through the scene, a script was implemented that allows the 2D assets to rotate towards the camera, using the billboarding technique.

What I learned...

2.5D assets

I learned to create and optimize specific assets for 2.5D games, efficiently integrating 2D and 3D elements to enhance aesthetics and gameplay. I had never used the billboarding technique before, and this experience helped me better understand the behavior of assets in 3D environments.

Convince in your Pitch

The experience of pitching in front of a panel allowed me to gain confidence and fluency in my speaking, strengthening my persuasive skills. I learned to structure my presentations using data and statistics and to highlight the Unique Selling Points (USP) of the game to capture the interest of the audience and evaluators.

Commitment and Team

Despite facing personality conflicts within the team, I managed to maintain a mediator role and contribute to conflict resolution. My approach focused on preserving group cohesion and ensuring long-term commitment prevailed, keeping the team motivated and focused on common goals.

The value of my work

I learned to value my working hours and define a fair price for them, recognizing my role and contributions within the video game industry. This allowed me to create a tentative budget, develop a detailed roadmap, and estimate a potential return on investment (ROI), giving my projects more structure and viability.

Game Jam

I had the opportunity to present the first version of the game to a panel of industry professionals, who provided us with valuable live feedback.

​

During this phase, we developed the game continuously over 48 hours in person at the University of Lima.

© 2024 - Nathaly Kalantar Portfolio.

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