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During my second school year at Rubika India (2015) I created a concept for a multiplayer mobile game as part of an assignment. Its codename is "La Courbe". 
It is a sort of crazy curling game as there are multiple ideas that I find interesting when mixed with the real sport, but most can only exist in a video game. Here is a short presentation :
First of all, the goal of the game remains the same. Players have to place stones in certain areas of the pitch turn by turn in order to obtain the highest score when all of them have been thrown. These areas increases their score by 1, 2 or 4 points accordingly.
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In "La Courbe" the players also have to avoid areas that diminish their score when their stones are placed upon them.
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(Half-pipe themed map, 
made in SketchUp)
The players aim from a top view of the map and determine the power of the shoot as well as the amount of spin given to the stone (which affects the curvy aspect of the trajectory). Here a canon is doing the throwing.
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(The camera switches to a 3rd person view of the stone once it is shot)
There is a dozen types of stones that can be thrown on the pitch, the player must create a roster before going into a game. Each of them has its own amount of health (and thus can be destroyed), its own weight (which determines how it bounces off walls and other stones), and finally, each has its own specialty. Some specialties are passive bonus while others are actives. For example when the player shoots The Broom, he can activate it once in 3rd person view to adjust the speed of his stone.
(All the 3D models of the stones were made by Labrunye Nicolas)
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(The Puffed Up is the heaviest stone)
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(The standard stone and The Broom)
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(The Smoker create a smoke screen around itself when it stops, preventing the other player to aim correctly in the area)
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(The Spider fixes itself on the ground once it stops but is quite fragile)
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(The Chainsaw deals a lot of damage on impact with a decent amount of weight but it damages itself in the process)
We had to take in consideration a potential business model as well and therefore I planned to have players spend in game and real money to unlock or improve their stones. We also had to work on an "ethical" system of advertisement.  
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(Alternative of The Puffed Up and its evolution, the level up also concerned the characteristics of the stone)
I also designed multiple maps and detailed the different game modes (competitive, 1v1, solo).
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(Flipper themed map, made in SketchUp)
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(The half-pipe map is designed to allow skilled player to use all angles of approach)

© 2020 by Robin Peixoto.

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