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DAYS OF WIND

ROLE

Artist, Designer, Programmer

DESCRIPTION

Days of Wind is a thrilling AR mobile game that lets you harness the power of the wind to save an island community! As a player, you will take on the role of the wind itself, using your gusts and breezes to keep the island's wind turbines spinning and generating vital electricity. The island's population will continue to grow and thrive as long as you can keep the turbines going, but beware - if you fail, they will be forced to build a polluting coal power plant to keep the lights on. It's up to you to use your powers to blow away the pollution and protect the environment. 

YEAR

2022

GENRE

Casual, AR

PLATFORM

Android (published) / iOS (not published)

WORLD DESIGN

firstpitch.png

I focused on creating an art style that was both visually appealing and optimized for mobile devices. To achieve this, I chose a low-poly style that ensured it would be compatible with various devices. I also dedicated much time to perfecting the shader of the sea waves and water flow, adding a level of detail that enhanced the overall look and feel of the game without compromising its performance too much.

I also worked on the map design, creating an island with a diameter of 150cm. This design choice makes it easier for players to interact with the in-game objects, creating a more immersive experience. The island is also inspired by the Spanish island of El Hierro, which uses green energy 100%. I incorporated water reservoirs into the island's design to simulate the storage of electricity when the wind is down.

Furthermore, one of the programmers left during the development, so I was also involved with coding and fixing the spawning system.

MECHANICS

BA4 Collab - Frame 3.jpg

I was also responsible for developing and implementing the game mechanics that bring the game to life. My contributions were focused on creating the logic flow for the object spawner, which allowed the game to progress smoothly and keep the action going.

To ensure that the game was challenging but not impossible, I spent much time developing the formulas and balancing the scoring system for the game. I made sure that the game knew when to stop while the conditions were met and that the economy of resources was balanced to ensure that the game could be beaten within five minutes.

One of the unique aspects I developed was the visualization of air quality value by the smoke bubbles. This added an extra task for players to blow away the bubbles and created a distraction from just keeping the turbines spinning. This aspect of the game adds an element of fun and challenge that keeps players engaged and entertained.

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