OrbitR

project overview

OrbitR

year

my role

Designer | Developer

platform

iOS | Android

Orbitr started off as a desire to create a one-touch puzzle game that was simple enough to grasp the concept of within one level but could be ramped up in difficulty as the player progressed deeper into the game.

Orbitr started off as a desire to create a one-touch puzzle game that was simple enough to grasp the concept of within one level but could be ramped up in difficulty as the player progressed deeper into the game.

Orbitr started off as a desire to create a one-touch puzzle game that was simple enough to grasp the concept of within one level but could be ramped up in difficulty as the player progressed deeper into the game.

Prototyping

I began by prototyping ideas in unity before deciding on the final mechanic. Once decided I continued to devvelop the prototype creating levels and adding mechanics that would compliment simple one touch input system. THe levels were designed in illustrator before being exported to Unity.

I began by prototyping ideas in unity before deciding on the final mechanic. Once decided I continued to devvelop the prototype creating levels and adding mechanics that would compliment simple one touch input system. THe levels were designed in illustrator before being exported to Unity.

I began by prototyping ideas in unity before deciding on the final mechanic. Once decided I continued to devvelop the prototype creating levels and adding mechanics that would compliment simple one touch input system. THe levels were designed in illustrator before being exported to Unity.

Making OrbitR

Each new mechanic was introduced with a very basic, simple-to-understand version, allowing players to grasp the core concept. As players progressed, the game gradually built on these mechanics, adding complexity over time. In later levels, multiple mechanics were combined to create more difficult and engaging puzzles. The focus was on creating a simple yet engaging experience that players could enjoy with one hand.

Each new mechanic was introduced with a very basic, simple-to-understand version, allowing players to grasp the core concept. As players progressed, the game gradually built on these mechanics, adding complexity over time. In later levels, multiple mechanics were combined to create more difficult and engaging puzzles. The focus was on creating a simple yet engaging experience that players could enjoy with one hand.

Each new mechanic was introduced with a very basic, simple-to-understand version, allowing players to grasp the core concept. As players progressed, the game gradually built on these mechanics, adding complexity over time. In later levels, multiple mechanics were combined to create more difficult and engaging puzzles. The focus was on creating a simple yet engaging experience that players could enjoy with one hand.

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