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ENGINE - Unity

GENRE - Arcade Action Couch VS

PLATFORM - PC / Playstation

ABOUT

Team Lead

ROLE

Game Designer

UI/UX Designer

Level Designer

ABOUT THE PROJECT

Recognsing the success and fun gameplay of our game jam project "Rat King" we believed we could expand the scope of that project into something more, and so "Rat Trials : Court In Time" was born.

The proposed development schedule was set to run for six months with a milestone in the middle of getting it playable at Insomnia 2023. A goal we achieved and the reception of the game was all around positive.

Within the games development I took charge of many hats. Acting as project lead, branding designer and all areas of design within the game itself.

[GAMEPLAY]

[Levels]

TEAM : (6)

2 Programmers

2 Artists

1 Designer

1 Sound Designer

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[UI]

It was essential to have quick to understand yet challenging gameplay systems. The game was to be chaotic and to succeed was to channel that chaos into tangible actions.

Having a variety of unique fun and powerful abilities was the core of the experience. You would have to keep track of everyone at all times including the king, as so many abilities at once could quickly throw the tides of a game.

Balancing power and feel was essential, so took many iterations to get just right.

Development Screenshots

Levels were the other vital part of this experience. How did they push players to use abilities in new ways? How could seemingly minor changes force players to quickly to adapt?

It was all about looking at the gameplay systems and abilities and see how we could heighten both to create an even greater sense of cohesion and ultimately more fun chaotic gameplay.

I eventually introduced the "Lava" element to levels, which would encorach the players from both sides pushing them to the center. Really pushing up the intensity but thoroughly enjoyable.

The UI was something that really needed work from the game jam. It lacked clarity for what was happending and what the player could do, so this was the majour challenge of this project.

It underwent a complete redesign to better display the appropriate information while abiding to the themes of the game.

A fun cheeky little addition was the introduction of the player boards that would now fall from the UI and could stun players if they were not careful. Again chaos, fun fun chaos.

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Game Design Document

Below is a GDD, that was created right at the start of this project that clearly set out goals for the game and team and what needs to be done to achieve the outcome we all wanted to create.

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