game designer,
MAKER OF RANDOM

Personal Project Site of Mark Willett

Flat Kingdom

Role: Game Designer Consultation (Special Thanks)
Type: Gameplay and Aesthetic Concerns
Game: Flat Kingdom (Prior to Paper Cut Edition relaunch)
Developer: Fat Panda Games
REFERENCE: Jesus Fabre
Store Link: STEAM XBOX (US)

This project held a semi-unique position in my journey as a consultant. It all began at Pax East 2016 when I had the opportunity to approach the developers who were showcasing their game at the event. Intrigued by the development and the game itself, I expressed my interest to one of the publishers assigned to the project. This led to a swift introduction to the team, despite the initial challenge of a language barrier.

Despite the linguistic obstacles, I engaged in meaningful discussions with the team, focusing on important aspects such as player identity, art direction, accessibility enhancements, and strategies to elevate the indie title’s overall appeal.

My contributions to the project included:

  1. Player Mechanic Understanding: I played a role in defining and refining the player mechanics, particularly through the creation of an Ability Wheel. This helped to enhance the gameplay experience and provide players with a clear understanding of their abilities and actions.
  2. Color Theory and Player Identity: I provided valuable advice on color theory and the utilization of depth in the game’s visuals to establish a strong player identity. By carefully balancing the prominence of environments and the visibility of the player character, we aimed to create a visually engaging and immersive experience.
  3. Consultation for Polish: Through ongoing consultation and collaboration, I assisted the team in transforming the game from a prototype-like feel to a polished and refined product. This involved providing insights and suggestions to enhance various aspects of the game, ensuring a more cohesive and professional presentation.
  4. Design Feedback and Rapid Playtest Iteration: I actively participated in playtesting sessions, offering design feedback and identifying LIMFACs (Lowest Impact, Highest Frequency Actionable Changes) that could be rapidly implemented during the development process. This iterative approach helped to address any issues and refine the gameplay experience in a timely manner.

Overall, my involvement in this project as a consultant played a crucial role in elevating the game from its initial stages to a more polished and immersive experience. By contributing my expertise and providing valuable insights, I collaborated with the team to shape the game’s direction, enhance player engagement, and ensure a more captivating final product.

Visually express where the player is on the screen to ensure readability.

Players eyes wander, this small UI change helps reinforce our hero’s current role by showing which shape you are at a glance.

Small UI enhancement showcasing a reminder to players which shape they can rotate to. Another visual feedback on character stat.

Before there was any readability from the hero. Hero is on screen. Elements such as coins were extreme pop vs player.

Where is the player?