Two Dots has amassed millions of downloads, features thousands of levels, and has received Editor's Choice on both the App Store and Google Play.
MECHANIC DESIGN: GRASS
Website Tutorial for Grass
I lead the design team behind Grass, a new mechanic for Two Dots.
Aiming to give our Game Designers more tools to work with and something refreshing for players, we worked to create a satisfying alternative to our often-used Water mechanic.
I created the design spec for Grass, lead bi-weekly standups, and directed the Visual Design, Engineering, and Animation Teams' work. I kept track of feedback from playtests as well as logging and prioritizing bugs.
Migrating Meadows: the Grass World.
I also created a pack of 25 levels for the mechanic's release, including writing multiple tutorials for various use cases - including tracking their localizations.
LEVEL DESIGN
As a casual puzzle title, Two Dots levels have to be fun, replayable, and refreshing. Responsibilities included level creation, playtesting, data analysis, and packaging everything for production.
Three levels from the 'Amber Abode' World. I was in charge of this pack of 25 levels, including organizing them into the release.
Some packs, like Amber Abode, are intended for End-Of-Game players, and contain more complex interactions and levels. Others, like Glowing Galleys, are made to be accessible to new players, and feature a slower complexity ramp.
Three levels for the 'Glowing Galleys' Treasure Hunt, celebrating Bon Om Touk. This pack slowly introduces the player to various mechanics in case they haven't encountered them yet.
OTHER CONTENT
As a designer, I posted and maintained weekly live-ops. (our 'Treasure Hunt' and 'Arcade' events) Additionally, I managed string creation meetings -- including setting up all the related information for localization.
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