Tuscany Villa

Category
Android, iOS
Tags
Genjoy / Scopely
About This Project
Description

Tuscany villa is a Casual Match 3 game which sets the player as the owner of an old Hotel located in Tuscany, Italy. The game is very polished and it has a wide variety of options to decorate many different places in the Hotel.

The player plays as Laura, a young woman who is in charge of bringing back to life the old and messy Hotel of the family.

General

My role in Tuscany Villa was that of an Obstacle Designer, my goal was to provide the best possible obstacles based on the game’s characteristics and requirements.

What I’ve done
  • Study of the market. Play and review the main puzzle games and new ones in the category.
  • Categorize and create a library of game mechanics used in other games
  • Propose new obstacles for Tuscany, taking into consideration the necessities of the team.
  • Create Pitchs / one-pagers for these new obstacles.
  • With the dev team, I created the in-game prototypes and levels to showcase, and gave early feedback.
  • With the art team, I provided references and feedback to implement the final obstacle.
  • I generated documentation of processes and GDD of the final obstacle.
  • I created design rules, guidelines, and examples of the obstacles for the level designers.
  • Train other level designers on the obstacle-creation process.
  • Design Tutorials, different features, and applications for new obstacles, as well as tutorial texts for each case.
Personal Experience

Tuscany Villa has provided me the opportunity to work in a Match 3 game from a different perspective. It was enriching to discover obstacles from other games and see how their mechanics work differently depending on the Mood, Progression, or Intensity of the game.

I learned a lot about research, one-page documents, organization, and documentation. I also learned how to improve my speech during presentations, how to make them attractive to the different profiles in the team, and how to defend my ideas and designs better.

It was interesting to work closely with programmers and artists and work together in order to provide the best mechanic possible.

Thinking about the big picture and then moving to design small bits was a crucial piece of learning even when the game had already a lot of content before I got this position.

It was a very good experience, with an incredible team.