- Dinosaurs playing tig in London
- Compete against friends gain points over time to win.
- Use abilities to gain a winning edge .
R.A.W.R is a 4 player battle arena game which involves team based infection gameplay, whereby players play as two characters: Big-Zilla or Wee-Zilla. Wee-Zilla’s gain points over time and have to try and not be caught from Big-Zilla. Each player has a shot at playing as Big-Zilla
DESIGN GOALS
Investment: I wanted players to feel invested when playing, for them to not only care about what other players were doing but be able to affect the outcome of that too. The scoring system and abilities have been designed with this in mind to allow for players to invest themselves into the game.
High Tempo Gameplay: I wanted the game to have high tempo gameplay with constant mayhem between the players. As the screen is constantly moving up and players were always moving, this was a key feature to keep in mind when designing the different segments of levels and the abilities which could be used within them.
Dynamic Teams: One of the main goals for R.A.W.R was to have ever changing teams whereby players goals would change throughout play to keep them engaged which in turn would produce synergy and competition between players.
Game Character: Due to the nature of the project it was of high importance that we introduced character into the entire game, creating a theme which players could relate to and find interesting and fun to look at when playing.
LEVEL DESIGN
The level went through many iterations after play testing internally and externally. It was designed using on the basis we wanted Wee-Zilla’s to have the ability to nip down small passage ways and be able to take small short cuts which Big-Zilla wouldn’t be able to.
Below is the map design including maze theory and multiplayer map flow with main interaction/conflict points and resources placement around the map.


