Design Prototypes

Phil recently began leveraging AI to teach and assist him in creating gameplay prototypes in Unity. His goal is to learn the basics of working in-engine to better understand tasks he helps his team manage, and reduce the need to burn valuable team resources on unproven design concepts.

Slot Machine and Real Money Mission System

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Slot Machine and Real Money Mission System

A real money slot machine prototype developed for GameKnight, Phil wanted a platform to explore the design of a F2P inspired mission system grafted into a real money game experience, while laying the groundwork for rapid prototyping of various slot machine theme and gameplay concepts.

Key Experiments:
  • Is it possible to create a compelling real money mission system that falls within Oregon Regulatory Commission compliance?
  • What features are needed to support a variety of slot machine games?
Prototype Features:
  • Prize determination and outcome filtering
  • Slot machine reels simulation
  • Basic mission system implemented with progress tracking
Conclusion

He did not get the opportunity to finish the first phase of development, so the prototype remains unfinished and has some bugs in its current iteration. The mission system was starting to come together to a point where it could expand, but completing missions does not offer any reward yet. Bringing a more traditional mission system into real money games is something he believes can be achieved without running afoul of regulatory rules.

Vault Breakers

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Vault Breakers

A real money prize wheel prototype developed for GameKnight, Phil had a vision of multiple spinning mechanisms that behave differently to present different results. The idea was ultimately distilled down into three prize wheels that represent the lock dials on a large safe. He wanted to introduce an antagonist that reacts to the game events, egging the player on to test their luck, so Mr. Moneybags was introduced.

Key Experiments:
  • Can prize wheel gameplay make the player feel like they are a hacker/vault thief?
  • Does the introduction of an antagonistic character enhance the user experience?
  • What is the desired logic structure for taking a predetermined outcome and providing multiple possible user experiences from the same result?
  • Can losing still feel rewarding?
Prototype Features:
  • Prize determination and outcome filtering
  • 3 mini-games
  • Virus Upload (prize value divided into multiple payout amounts)
  • Safe deposit box hacking (Jackpot payouts)
  • Prize Multiplier (prize value division disguised as multiplication)
  • Shock outcome for losses feed progressive shock effect on safe deposit boxes (Jackpots)
Conclusion

The concepts explored in the prototype warrant further exploration, either through fleshing out the current design direction, or including the ideas as parts of other future games. The game could benefit from a mission/quest system.

Puppy Pounce Racing

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Puppy Pounce Racing

A real money dog racing prototype developed for GameKnight, Phil’s coworker wanted to explore how simulating a race could translate into an engaging real money game experience. His love of dogs led us to use the theme of cute animals racing one another.

Key Experiments:
  • Can short form racing translate into a fun real money gameplay experience?
  • Are cute dogs racing each other an engaging theme?
  • How do you build suspense / near miss scenarios in a short form racing game?
Prototype Features:
  • Prize determination
  • Progressive Jackpot reward system
Conclusion

Ultimately, the concept was abandoned because the length of time between races/bets was too long, which is a bad experience for losing outcomes. After playing multiple times, it became apparent the game was essentially a slot machine with reels that took way too long to stop spinning. To make the race itself interesting requires events that add time before the results are provided, but to make the pace of the game exciting requires shortening the races to the point where you might as well not be attempting to show a race at all.