Bathysphere

Educational iPad game about discovering and cataloging fish.

Surface

General Info
  • Developer: RadishBox
  • Release date: May, 2015
  • Platforms: iPad, PC

Description

“Submerge the seas in Bathysphere, and encounter and catalog different species of fish."

This game was co-developed as a research project when I studied at the Instituto Tecnológico de Monterrey, aimed to test game design methods to appeal to learning based on a more ludic experience.

Game Design & Mechanics

The main goals of this game was to teach players about different species of fish and where they inhabited.

These goals, translated to game mechanics were:

  • Player carries a log of species they discover, with a data page about it inside (sort of like a pokedex).
  • Levels are scattered around the globe, divided in areas. Each area is a real marine zone.
  • Each level is played vertically, from the sea surface to the bottom.
  • During each level, the player moves the ipad around or the mouse to control the camera.
  • In order to catalog a certain species, the player must “scan” it with the camera during a variable amount of time.
  • This amount of time varies depending on the species. The “rarer” the species, the harder it gets.
  • Difficulty of scanning a certain species varies according to: its size, its speed and depth at which it spawns.
  • Species must spawn randomly and with increasing rate.

Bottom

Features
  • Procedurally animated water and ocean floor, with perlin noise.
  • All species have a simple A.I., following a 3D steering behaviour.

Roles & Tasks

I worked on this game with my artist friend Pablo Mendizabal (You can check more of his amazing work here). We developed the concept, came up with the mechanics, planned & managed the development and release via Google Play.

Being a part of a two-man team, I occuppied different roles with varying tasks from concept creation to delivering the final product:

  • Game design:

Came up with core game mechanics and expanding around them. Paper prototype testing and game balancing.

  • Project management:

Used Trello as a kanban board to organize and delegate tasks.

  • Software engineering:

Designed and developed the game architecture. Managed version control with Git+Bitbucket. Planned and carried out tests.

  • Gameplay, UI and shader programming:

Developed designed game mechanics. Programmed the technical solution based on the designed architecture. Coded high and low level behaviours. Co-designed and programmed the UI. Coded procedural behaviours.