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Econauts

Marine Exploration Game

Role:

Lead Designer (Team of 13)

Assignment:

​Prototype for Client

Programs:

Crest Water System, Unity 5 & Visual Studio

Group Project

When it comes to creating a client requested video game in a group of 13 people, with the added pressure as a student, no project could have been more fitting than Econauts! 

The stakes were increased, I was to lead the design team and we were going to be operating an entirely new system called the Crest Water System in Unity as well.

The team thoroughly enjoyed the experience and managed to deliver the project on time and to spec.

Surprisingly, the easiest part of the entire project was implementing the sounds we created, without breaking any of the systems – Phew! 

Please feel free to download and play Econauts here:

Econauts Game Trailer

Take a look at the gameplay trailer below! And then walk through the process from pre-production all the way into post-production

Pre-Production

  • The process of creating ‘Econauts’ started with three group presentations pitched to the client: KD Marine, with ideas of game look, feel, mechanics, systems, and much more all aimed at delivering the vision to get players engaged with Ocean Conservation.

  • After the presentations, the team was tasked with implementing and iterating on the feedback of the stakeholders that was understood to best suit the vision.

    • This meant needing to take ideas, systems, and features from all three groups, and adding them into a game design document with heavy explanation for the impact on each one.

    • The main thing was making sure the game flow would be able to work without breaking and while still fitting into the vision.

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  • In this instance, I was tasked with creating workflow charts of the features and systems needed for the core gameplay loops, and to link these game flows to each other with a clear vision on how these would fit into the title fluidly.​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​

Full System Map

System_Map_Joined.png
  • The decision was made to incorporate a free-roaming sandbox of a catamaran into a marine wilderness with mini-game elements layered out throughout the world to earn progression through the title.

  • Taking inspiration from well-known games would give our title the feeling that the younger generation enjoys to get them hooked using mechanics they are already familiar with.​​​

  • In this case, we were heavily inspired by GTA's mission system, as well as Bioshock's narrative story system of radio communication to drive the linear direction for the player.​

  • We knew we could only get a low poly idea of the look for the title with the time we had, but felt we could make it colourful and eye-catching enough to keep players engaged.

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  • The system map starts at the main menu and flows into the rest of the game features, systems, and mechanics.

  • The team also required some help in creating wireframes for the UI design
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  • Below are a few screenshots of the GDD with additions from the different groups, which were split into coders, designers, 3D graphics, and UI/UX design. 

Game Design Document Screenshots

Production

​The main areas we overlooked that led to a lot of pressure were scope, UI/UX, and implementing design systems to code efficiently. These are big problems to go over, so I'll try break it down a little easier below:

  • As expected, we experienced a few problems as a team ranging from scripts overwriting each other, struggling to implement game builds together, UI breaking game flow, and getting the mini-games to work independently from the free roam, but still having the consistency to flow between the two features without errors occurring.​​​

  • Eventually, we took a unified approach of only working on one build of the game at a time meaning a lot of files being passed around the coders, which eventually turned into an implementation team of myself and the lead developer (winning!)

    • Although, this was only a small win; we had other issues to fix as well

  • The design served well when going back to the system map to see which areas we needed to work on and where they needed to connect to one another

    • However, one area we had overlooked during documentation is how several systems would work when all activated at the same time even though we had never intended for that to be possible.

  • Due to the issues we experienced on the programming side, we were unable to reiterate design we had intended on as we didn't have a lot of time left and the roadmap had not been adapted for any sort of QA testing as we were just delivering a prototype within three weeks.

  • Looking back, I would have got the design team together to start looking at the system map and looking at areas where we were seeing faults so we could look for common areas to focus on, address, and reiterate into the system map with updated information.

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  • ​The game feel came out very well with focus on character and control working the best, however the camera had limited range of motion and the player found themselves fighting with the camera often leading to frustration. 

    • This needed to be reworked to give the player more ability to feel and observe the world around them with character control being entirely separate all together.

    • We made the mistake of having the camera feel too static.

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  • Certain areas of UI within the title were also too prevalent and "in the face" of the player making the audio cues somewhat redundant but it also broke the flow of gameplay up too much during the onboarding section of the game

  • Due to the UI team being a different group, we failed to incorporate their work into the system map which meant our biggest failure where the design fell apart was the flow between UI and normal gameplay.

  • The biggest problem with programming we seemed to face was that fixing one problem with the logic we had, would ultimately lead to more problems because we were constantly referencing different functions from other scripts

    • ​This would usually impact negatively on the purpose those scripts seemed to serve.

    • It made implementing design a little more difficult when looking at the scope we had set within the three weeks

Post-Production

The project, in the long run, was largely successful despite struggling with strict timelines, but we aren't here to go over the successes, and rather what could have worked better and what decisions I would have made during production that I only realised during the post-mortem.

 

Video Documentation of the Game Creation

  • In the end, the Game Design Document needed to be heavily adjusted to include a variety of different changes to the features and systems through development.

  • Knowing this, a discussion could have happened to add less mechanics and features in the mini-game area to accomadate for this or taken them out as a whole during the production cycle.

  • The game ended up having a lot of bugs which were easy to find through destructive testing 

    • Mashing buttons, for example, was a great way to destroy the flow between gameplay and UI.

  • A discussion on a candidate build would have been good to have with a focus of a few days to test for bugs, issues, and any other areas of concern which in this case was definitely the flow of UI to gameplay and vice versa.

  • Some code overlapped, wrote over each other, and caused problems like fade-outs from certain mini-games to happen twice leading to a progression blocker or an exploit for the economy system.

    • Due to this, we had to go back into the programming a few times to fix these game-breaking issues but little did we know how much time we were going to lose as a whole.
       

  • We should have looked at simplifying the systems for the programmers to work on and then build up the complexity if we had more time.

    • Constant communication needed to occur between designers and programmers with the potential to even partner up designers to specific coders working on their mechanics.

  • At times it was something small like certain triggers not working correctly and failing to start certain events either due to miscommunication with the system map or broken code.

    • We were fortunate that none of these were blockers and were easy enough to fix after hand-in date.

  • Communication was great overall for the project however the UI/UX team definitely needed to be part of the design team discussions to avoid the biggest issues occurring.

  • On top of this, the development team had a lot of input for some of the designs as well which ended up causing a small disparity in terms of scope.

    • A designer should be as open to hearing out the 21st piece of feedback as the first and we made errors of brushing this off and putting the coders under pressure.

End

And that's it for the making of Econauts! I was happy with the final product but I learned more from what it could have been in the end. The short comings were big lessons and showed how vitally important teamwork and communication is to the success of any game project!

Thank you for going through it and if you'd like to try out the build, consider getting it from the button at the top of the page.

© 2025 by Xande Gomes. 

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