Arc Apellago is a 2D side-scrolling action platformer developed by my team : Handshake Firm.

As the sole designer on the team I was tasked with developing the core gameplay experience. Along with designing all of the game systems, levels, interface, and conducting usability testing.

Throughout this page I will be showcasing my game design and UX design for Arc Apellago, and sharing with you more of my own design process. This will give you a better idea about how I view games, design, user experience, and user emotions.

Arc Apellago had a very successful launch - as a free to play experience it garnered over 100k downloads, 400+ reviews, a ‘Very Positive’ review rating, and a significant presence on YouTube.

Arc Apellago was selected for Indiecade and PAX West honors by DigiPen Institute of Technology.

Arc Apellago was developed from August 2019 to May 2020, before releasing on Steam in October 2020.

Core Gameplay

Arc Apellago was envisioned as a fast-paced, open-air platformer with fluid movement & a touch of elegance.

The game was always intended to be a tight, short experience. I wanted players to feel initially challenged by the difficulty and freedom of movement available to them - but develop their confidence through playing and feel empowered about testing their skills again.

Arc Apellago was created in a custom game engine made from scratch specifically for use on this project. There was a limited amount of time to develop both the core tech and the core gameplay simultaneously, thus we made a deliberate choice to stick with a classic, well-defined genre in order to deliver to most polished experience within our deadline.

Interface

⏷ Core Gameplay

The interface for Arc Apellago was not a core focus, in fact we wanted the UI to be effectively invisible.

  • In order to keep players immersed in the sights and sounds of the world - I decided to forego a HUD and instead express gameplay information through VFX and environmental signifiers whenever possible.

Creating a 2D “Camera”

Quite a lot of development time was spent crafting and realizing the “camera.”

Camera is listed in “quotes“ as we typically associate game cameras with 3D games ; where players have full control over the pitch, yaw, and angle at all times.

Creating a 2D “camera” comes with its own set of unique challenges. In order to create the most effective camera system for Arc Apellago - I went back in time to the roots of 2D side-scrolling to educate myself on the techniques pioneered by the game dev innovators of our time.

This section will explore 2D side-scrolling games and how the various camera solutions of the era were adapted to fit the unique needs of Arc Apellago’s players.

The Problem : Initial Camera Setup

⏷ Creating a 2D “Camera”

Historically, side-scrolling games have featured a position-locked camera where the character remains focused in the center of the screen.

  • This is the most basic camera setup and what we started with for Arc Apellago

  • For a game with as much active movement as Arc Apellago, it was very disorienting for players to experience the game in this way

  • Players found this experience to be very nerve wracking, as the limited view of the camera made it difficult to react to obstacles as they presented themselves on screen

The Solution : Dual - Forward - Focus_

⏷ Creating a 2D “Camera”

The approach I took to solving our players’ problem was to create a dynamic camera system.

  • This allowed the camera to react in real time to the player’s actions, essentially predicting what the player wants/needs to see based on their own actions

  • The first solution we implemented was a dual-forward-focus camera. This trick was first used to great effect in Super Mario World

  • Through user testing, we continuously tweaked these parameters to accommodate our gameplay loop and levels

The Iteration : Platform Snapping

⏷ Creating a 2D “Camera”

Arc Apellago is thematically centered around floating sky islands, which involves a significant amount of verticality.

This presented another difficult problem to solve for the game’s camera : The player has much more visibility in the horizontal plane than the vertical plane due to the aspect ratio of the screen (16:9).

  • The next solution we implemented was platform snapping - the camera will stay stationary until the player lands on a platform

  • This is another trick lifted from Super Mario World (it was actually the first game to use this feature!)

The Results : Polishing-

⏷ Creating a 2D “Camera”

All of these features combined to make fluid movement comfortable and engaging, and significantly improve the player experience overall.

The most effective method I found for polish was the use of lerp smoothing and easing curves, this allowed me to maintain some snappiness to accompany the characters rapid movement

  • Lerping (Linear interpolation) allows the camera to smoothly and continuously reduce the distance between itself and the active player

  • Easing curves take that lerped camera movement and further smooth it out by applying an acceleration curve, these are used extensively across Arc Apellago

  • These methods rose to prominence with Donkey Kong Country, and have become standard practice for reducing jarring motions in games

As the sole designer on the team, I was also tasked with developing all of the levels for Arc Apellago.

I don’t typically market myself as a Level Designer, so this was certainly a new challenge for me. I needed to create platforming layouts, enemy placements, and reward players for skillful play while not overly punishing new players.

I decided to allow the gameplay and camera work of Arc Apellago guide me, and allow my own gaming influences to inspire me in order to create something that enabled and accentuated the emotional experience I wanted to create in players.

By applying my own design-thinking and sensibilities to the process ; I was able to adapt to and accommodate the limitations of the core experience with levels that challenged and complemented players.

Level Design