Game Design Test #1

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Introduction

There are three parts of the test: theoretical, practical and bonus.

The first one - theoretical - is aimed at finding the right fit in clarity of analysis, the ability to make your argument as precise and clear as possible. We are looking for an analytical and logical approach, but it must be said that the question does not have a “right” answer in a traditional sense. Answer should fill up to 1 page as a maximum.

The practical questions are an exercise in creative thinking, system and feature design. The answer should be presented as clearly as possible. Graphical references like diagrams and pictures are more than welcome if they help provide an explanation of the idea.

Bonus question is a way to provide some more information and should be done in case you have some time and energy on hand. It is not obligatory and can be done it a way you see fit. The level of details provided is for you to decide.

The test is expected to take a day. Please provide the answers as links to Google Docs and Sheets (if needed) files.

Part 1 - Theoretical Question

1) Imagine working on an open-world RPG game (think Skyrim). There is a combat system in the game, where player can use different weapons - swords, bows, staffs - as well as magic.

• The players ask for a new weapon - crossbow. How would you differentiate it for the bow? What new gameplay possibilities does the crossbow provide?

• How would you upgrade and evolve the gameplay with the crossbow over time so that the experience does not bore the players?

Part 2 - Practical Questions

1) Create a small concept of a platformer 2D type game with the idea being “Pausing Has Consequences”. The concept should be very high level, with broad strokes, but still understandable. The most creative solution is preferred. In case you find some concept that is a better fit for platformer - you may describe that, but it is referable to stick to the limitations in order to bring out creativity.

• Don’t think much about the meta, monetisation - focus on the main gameplay features/mechanics

• Create a main character - if it is at all needed - provide some concept arts (references). What are the controls for it?

• What is the goal of the game? How do you play? What interactions are there?

2) Take one of the features of your game (interaction with NPCs, creative jumping mechanic, etc) and imagine you were to implement it with a team. Try to be precise and brief in your requirements and descriptions.

• Provide a small description of a feature/mechanic to the team.

• What would the programmer team need in order to add that feature?

• What art would you need?

Part 3 - Bonus Question

1) Imagine a simple Real-time strategy game. There are 4 possible unit types with 4 parameters bound to them (consider health and attack value already added, so 4 on top of that - armor, shields, penetration values, damage types etc).

a) Outline the 4 parameters, their relation to each other and possible unit interactions

b) Create a small table to show the parameters of the suggested unit types

c) How would the resulting gameplay look? How do units interact, counter each other?

Answer

Here's the folder with all the different parts of the test.

I made a single doc for each part of the test.
I usually use a pomodoro time management technique, so I have the estimated time for each part of the test with a few comments.
I have more notes about the think process and some of the scrapped idea designs that I can bring to the technical interview.

Here's the time breakdown:
Part 1

  • First question: 2 sessions of 50 min each.

  • Second question: 1 session of 50 min.

Total 2 hours and 30 min.

Part 2

  • Brainstorm: 1 session of 50 min.

  • Working on the high concept of a first idea: 2 sessions of 50 min each.

    • I had the high concept and character ready for a rhythm + platformer but I needed more time to make the gameplay work. I didn't know how long it would take so I scrapped the idea.

  • Working on the documentation for a second idea: 5 sessions of 50 min each.

  • Working on the implementation (appendix). 2 sessions of 50 min each.

Total 8 hours and 20 min.

Part 3

  • First question: 2 sessions of 50 min each.

    • I struggled with the low amount of required parameters until I realized I could abstract some of them into just one.

  • Second question: 1 session of 50 min.

  • Third question: 1 session of 50 min.

Total 3 hours and 20 min.


Final approx time 15 hours

Bonus

I didn't have time at the moment but I felt that my answer to Part 3 lacked some numeric values. So kind of a personal challenge I wanted to detail it a bit more and spent about 2 extra hours during the weekend to find some values.
I didn't add it to the test doc but it can be found in the folder or here

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