Kim reinders folmer – Gamedesign

creating authentic & atmospheric game experiences

Flowers For You

Synopsis: Flowers For You is a short cozy puzzle game, intended as a personalized birthday gift, made in a short time.

The goal was to have a complete experience, with mechanics simple enough for the recipient, and be cute.

Link to the game: kimzalabim.itch.io (coming soon)


Overview:

Type:Gamejam
Duration:2 weeks
Primary Roles:Art, mechanic & puzzle design, programming
Team: Solo
Engine:Unity
Other tools:MS Paint, digital drawing pad.

Process:

1. Setting the goal & concept:

  • Creating an experience that for the recipient is:
    • fun and challenging enough,
    • pleasant, cozy and cute,
  • Identifying the requirements, constraints & affordances and potential directions.
  • MOSCOW model for scoping.

Gameplay:

2. Creating a cozy puzzle mechanic:

The main mechanic needed to:

  • be simple and easily understood & fit thematically.
  • have enough design space to remain interesting for the entire experience.
  • be modular so it could be (re)used and combined with other mechanics.

3. Making simple puzzles:

  • Prototyping several puzzles by using the existing mechanic.
  • Use the puzzles as building blocks to sketch out the game progression.
  • Identify gaps (that still needed puzzles), and which puzzles to exclude.
  • Game progression followed a buildup of mechanics & puzzles.

Creating a cozy artstyle:

Part 1: Watercolor texture:

  • Started with a royalty free watercolor texture. Edited it into black and white version.
  • Placed the BW texture in the scene, colored it with the spriterenderer to a specific color & setting it to a specific sorting layer.
  • Have spritemasks use the different colored texture layers.
  • To create a dynamic feel, animated the texture sheet to flip their x, y (and combinations).
  • To create variation, each texture sheet has a random rotation.

Part 2: “handdrawn” Assets:

  • With references, use a combination of tracing and redrawing in MS Paint.
  • Made an outline, and a fully blacked out version for masking.
  • Once in engine, the blacked out versions spritemasked to specific color sheets (layers).
  • The outline was placed as a sprite and slightly offset with the colored body to give a “painted in” feel.
  • The spritemasked parts were animated ever so slightly (like swaying in the wind) to make the flowers more alive.

5. Making simple cutscenes:

The cutscenes had to be simple & fast to make, look appealing & consistent with style.

  • 1. Storyboarding.
  • 2. Sketching rough outline.
  • 3. Create reusable assets.
  • 4. Animated objects, to make scenes feel more alive.
  • 5. Established workflow “rules” for efficiency and consistency.