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During my second school year at Rubika India (2015) we were asked to develop a prototype in 5 days, inspired by Rajasthani customs. Additionally we had to work in collaboration with students from the french campus and thus part of the challenge was to accommodate with the distance and the jet lag. In total we were 3 students working from the Indian campus and we were teaming with 5 students working from the french campus.
We created a prototype in Unity that we called Makta Rush. We aimed to make an endless runner that used the accelerometer of a phone. It was used to balance the pots placed on the head of the character while the touch screen could be used to make the character move sideways, jump and slide to avoid obstacles. The pots had the role of "lives" and were destroyed when the player failed to balance the pile. Obstacles accentuated the balancing challenge. Notably we also had to create a system to generate the environment and obstacles procedurally.
Makta Rush2.JPG
Makta Rush.JPG
My role on the project was mostly to conceptualize and document game and level design elements in coordination with the designers from the other campus. I also worked on the implementation of the level design systems in Unity.
What was a success :
  • We successfully implemented the core mechanics even though we were not familiar with the accelerometer.
  • We made a basic but functional procedural system.
  • International coordination
What went wrong :
  • We had too many things to learn on the go and therefore we did not save time for playtests and polishing. 
  • Consequently the experience was unsatisfying because the level design systems remained very unequal and there was an obvious lack of feedback.

© 2020 by Robin Peixoto.

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