Art/Creative Director
Fiction: The world of Team Time is a juxtaposition of the awkward, beautiful, and ugly. Each has its own motivations and aspirations and will do what is needed to reach their goals.
This is a "snub". It is a naturally awkward looking creature that has an affinity for all things beautiful. Snubs adorn themselves with beautiful objects such as flowers, candy, feathers, etc. They live a peaceful and aesthetically pleasing existence for now...
This is Planet Myrrth. It is a place of utopian natural beauty. The Snubs have been drawn here and live in symbiotic peace with the land. They cultivate and harvest the land itself enhancing its beauty. This beauty is harvested by the Snubs to enhance their own appearance. All is well until...
All was fine until the day the Ooglies came. These creatures pillaged the land spreading like a scourge and leaving destruction in their wake. What could the Snubs do? Turns out, quite a lot! A desire to defend their land created a ferocity within the Snubs and they learned to utilize their collected beauty as weapons to defend their precious land.
In order to defend their land the Snubs race around to collect beauty that "blooms" for short periods of time. It is a whack-a-mole mechanic for the player to collect as much as possible. At any time, the player may throw their collected beauty at the Ooglies as an attack. The more beauty collected, the more devastating the attack. If a player is unable to destroy the Ooglies in a set amount of time, they can call a friend for help. That friend can play along in an asynchronous experience.
There are many themed environments on Planet Myrrth including "Sunshine and Rainbows", "Mountain Sweets", "Nectar and Pollen". What you see here is a 3D in game environment screenshot of a playable level.
Characters collect beauty outfits which enhance their particular style of play and allows the player to level-up over time.
TeamTime!
Creative Director
Team Time is a mobile casual game designed to let players play with their friends in real-time. The use patterns of mobile devices is very different from console or even ipad, in that users play at random times and usually in very short intervals thus making it difficult to be online at the same moment as your friends. A gameplay system was designed around this use pattern in order to give players an asynchronous experience that feels synchronous. For this project I created the fiction, aesthetics, game mechanics, and gaming system to accomodate these goals. In addition, I built and managed the internal team that developed the product. Unfortunately, the company ran out of funding before this project was finished.