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Greenhouse
Mobile game, gestion, relaxing
GreenHouse is a project carried out in the Second year of Game Design, with a team of 5 Game Designers, as well as 4 artists that we have recruited. The goal of this project was to create a mobile game with emphasis on the monetization system.
Personal work:
What I learned
-Participation in the creation of the Game Design
-Balancing the different ressources
-Realize the progression curve
-Realize the economic system of the Game
-Make comparative studies with other games mobiles
-Create the music
-Compare economic values and systems
-Make a fair difficulty balance for the player
-Make study of market
-Balancing of the resources
-Use FL Studio (music software)
Within this project I therefore made several comparative studies by looking at how the economic systems of other successful mobile games worked, whether with the internal currency of the game, or external with the euro, while highlighting certain inconsistencies sometimes.
I also looked at the time it took to get the first ten resources from some mobile management games so that I could approximate how long it would take to get the different plants in our Greenhouse game.
Here is what the analyzes gave and what that gives applied to the project. The plants having 3 different states, each growing time had to be divisible by three.
Profit made over time, each point representing a plant when obtained. The higher the player gets a plant at a high level and later, the higher the profit.
Used tools :
Unity:
Game engine
Google Drive:
Exchange of documents and resources, collaboration tool
Github:
Transfer of the project from one person to another
Discord:
Communication between members
FL Studio:
Music creation
Other members:
Courtney ferreira Project manager, programmer
Romain Paolillo Assistant Project Manager,
Developer, UX / UI
Axel Metals Chief programmer
Cyprien Vimal
Documentation, balancing, economy
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