Please tap on a game icon to view some of the work I've completed

                             

The Game

Umaemon's Adventure was developed for a large Japanese food production company called Yaokin
Before starting development we were assigned a budget and a time frame to make a game in. The idea for the game came about by me creating lots of little prototypes of existing games we'd made, in order to find mechanics we could reuse, saving time on starting from scratch. The game was made in this way because:

The aim of the game is to serve all the customers per level with the Yaokin food products they're purchasing, similar to how you prepare and serve customers in Cooking Fever. The way to prepare each food product was to merge similar products into another one, until you found the one you wanted. We took this one step further by adding 4 different coloured tables, which focused around how long it took to create a new food product, giving us a total of 36 Yaokin food products in game. This allowed us to:

Levels were broken up in chunks of 6, allowing you to earn enough stars to unlock the next section of the map and move up. After gathering Soft Launch data in a number of territories we added one final feature to get players playing, which was a global leaderboard where top players would earn REAL rewards, such as boxes of Yaokin treats sent to their house.

Above you can see the mockup I made into a gif for how the game should work, followed by the actual game as it is in the store now.


      

My Work

This game was made basically because of Cooking Merge, and the fact we could quickly create something similar and then build on it in a short period of time. My vision was to make some that properly reflected their brand and could be enjoyed by people of all ages.

From coming up with the initial game idea, right through to hard launch, I was pushing for the highest quality game with fun characters and cool locations, as well as some little Easter eggs to keep the player searching. Once we had the core functioning with the different tables and characters appearing, the biggest task was balancing the levels to feel challenging yet achievable. There were a number of considerations when doing so::

Yaokin were satisfied with the game, which they initially found extremely challenging but quickly improved on. It was a fun project for an external client that has so much potential for further upgrades and ways to monetise.


             


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