
Main play screen of Monster Byte Balance
Project Type: Mining & Data Mining Research Project (Clark University) Fellowship
Contribution: Game Creator and Designer
Outcome: Playable Prototype Designed, Developed, and Delivered to Client
Feed the Data Monster!
To grow the Data Monster and advance human technology without destroying the Earth...
a balance must be found.
Challenges:
- Asking clear, precise questions to understand client goals for project delivery
- Determining the best engine for prototyping based on client needs
- Figuring out the ideal programming logic to achieve prototype goals with minimal programming experience
- Designing and creating all game art assets with a "data" perspective
- Developing a game prototype on a topic I was initially unfamiliar with (data mining and mining)
What I Learned:
-How to professionally collaborate with a client on a game project
- The importance of consistent feedback communication with a client throughout development
-How to code a playable game in the GameMaker using GML
- When creating assets in Adobe Illustrator, breaking down components into layers improves flexibility and efficiency
- The mechanics of "balance" games through resource management

Mind Map of game design proposal

First sketches of the Data Monster, utilizing data visualization charts

Adding body shapes to connect pieces

Rectangles made it look like a robot and this avenue was quickly scracthed

Final version Data Monster

A "baby" Data Monster later determined to be needed for game progression

The "medium" Data Monster, halfway to winning the game

First layout and rough draft of icons used when working on coding logic to get the game to function

Evolution of the layout in triangle shape, testing for better user interface flow

The Finalized background for the game, utilizing a 2/3rd, 1/3rd design methodology

First rendition of the "How to Play" screen, later determined to be too crowded and lacking narrative

Finalized "How to Play" screen, split into two screens with new narrative (pg. 1)

Finalized "How to Play" screen (pg. 2)

Lose screen for using all the trees. Created to be dismal and dark to emphasize the idea the clients hoped to promote (the "cost" of mining)

I added this lose screen late production based on feedback that the Data Monster should be able to die (to improve the challenge to the player)

Finalized win screen with green text and stars to emphasize player victory

Main menu of Monster Byte Balance

Data Monster script to change size according to player progression

Creating a custom timer in GameMaker (a real challenge!)
