This talk breaks down the design of the mechanics and levels of Tana’s S.H.A.P.E. (2021). It will cover the inception of the core mechanic, how it grew into a vertical slice, then how the core pillars of the design (Encouraging Experimentation and Wuselfaktor) drove the rest of the game.
This includes discussion of mechanics that were cut or significantly altered (e.g. scoring systems and “portal tool” usefulness), how levels are designed to fit the pillars (such as accounting for gravity and experimentation), and how some mechanics were introduced to alleviate issues with level design (like colliding shapes and trails), but ended up becoming important mechanics.
Lastly, this talk will include a discussion on how the game was made on a short time budget (half day a week) and an explanation of some of the tools and processes to make the most of such a short time.
Attendees will get an overview of how Tana’s S.H.A.P.E. was made, from the core mechanics to self-production on a short time budget. This will include a number of tools for managing puzzle design and time.