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Spooky Ooky

Platform

Engine

Duration

Team Size

Role

PC

Unity

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8 Months

3

Game Designer

Technical Developer

Narrative Designer

Project Roles

 

  • Designed, prototyped and tested gameplay mechanics using Unity and Visual Studio

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  • Wrote custom character controller scripts for both characters in Visual Studio 

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  • Scripted a custom dialogue system and dynamic scene transitions in Visual Studio (C#)

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  • Created unique item interactions by writing C# scripts for each interactable object

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  • Implemented soundtrack and SFX by integrating FMOD and Wwise plugins with Unity

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  • Implemented dynamic collision detection between objects and characters using Unity's collision detection matrix

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  • Programmed all other gameplay systems, internal game logic and underlying systems using Visual Studio (C#) and the Unity Engine

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  • Wrote and implemented narrative beat map

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  • Conducted playtest sessions and used feedback to tailor game for intended user-experience

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  • Coordinated with Art and Design departments to ensure a cohesive vision

 

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Design Challenges

Design a core mechanic that necessitates both coordination and problem-solving abilities from the player

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Overview

Spooky Ooky is an isometric puzzle-platformer with a unique twist: the player must control two characters at once, coordinating their actions in order to succeed. The two playable characters, a ghost and a small boy, each have a weakness: the ghost can traverse the dark but is vaporized by light, while the boy must remain in the light and cannot enter the darkness.

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As the ghost, players can possess objects in the environment to create paths and open up new methods of traversal. For example, the ghost can possess a chandelier to cast its light across different areas of the level. In doing so, they can form a safe path for the boy to traverse. By swapping between each character at the right time and interacting with the environment, players must guide both characters to the stage exit in order to prevail.

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Development Process

Spooky Ooky was our team's capstone project during our final year in Sheridan's Bachelor of Game Design program. The project, constructed over the course of eight months, was designed to simulate the work flow and production pipeline of an actual game development studio.

 

Our game was originally conceived as an asymmetric co-op puzzler, where each player would control either the ghost or the human. While this premise sounded promising to our team at the time, early playtests indicated a lack of engagement from those controlling the human. Our level designs and core mechanics lent themselves primarily to creating paths with the ghost's possessions mechanic, resulting in sections where the human character had nothing to do other than wait for the ghost to act.

 

Faced with this issue, we reexamined our design document to identify what elements of the design should change and what should remain. Ultimately, we felt our core design was strong and elected to perform a second wave of playtests with one major difference; the controls had been revamped to accommodate one player controlling both characters. These tests went significantly better; players reported feeling engaged and excited at all times.

 

This solution allowed us to further emphasize the elements of the game that worked, most notably the coordination between the two characters, without compromising the work we had already produced for the project. In doing so, we were able to craft a challenging and engaging core gameplay loop that meshed comfortably with the existing art and design work we had already completed. 

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Gameplay Overview

© 2015-2025 Nicklas Steffensen

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