Mobile Puzzle Game
Qbo is a 2.5D single-person mobile isometric puzzle game with a cube as the main character in a cubic world. Players control Qbo, the cube, through swiping the screen and navigating it in the right direction to get to its destination - a glowing gap in each level, which the cube fits into once reached. The goal is for Qbo to get to the glow and fit into the world.
The game consists of 6 chapters with six levels each (this represents the 6 sides of a cube) totaling to 36 levels. Each level in every chapter increases in difficulty as the game progresses. Different dynamic platforms such as portals, horizontal and vertical platforms, and rotating cross platforms must be utilized to complete every level.
Android & iOS
Download Qbo (beta version) on the Play Store.
This project was part of a deliverable for Foundations of Game Design course in the Centre for Digital Media. The team was assigned by the instructor, which consisted of two level designers, one UI designer, one developer, and a project manager.
The team wanted to create a casual mobile game and eventually launch a playable version on the App Store and/or Play Store. Through rapid prototyping and usability testing, the team was able to design a mobile puzzle game that is simple and easily scalable.
Design and develop
a simple but scalable mobile game.
Ideation & Rapid Prototyping
I facilitated the sessions for ideation, sketching, rapid prototyping, and testing that I also participated in. For sketching and low-fidelity prototypes, I encouraged the use of materials that were easily accessible such as whiteboards and markers, post-its, and legos. These materials proved useful in testing simple concepts and game mechanics.
First Iteration: TwoCubes
We first came up with the idea of a mobile game that consisted of two cubes that are simultaneously played with the objective of getting them to meet. It was a game intended to exercise the left and right brain. However, after conducting user tests, the gameplay turned out to be too difficult. Players were focusing more on the mechanics than enjoying the actual game. So, the team went back to the drawing board.
Second Iteration: Qbo
For the following ideation sessions, I asked everyone on the team to come up with 1-3 game ideas that they could share. After sharing ideas, I asked everyone to vote on one that they liked the most. The criteria included the following: feasibility, uniqueness and enjoyable.