
WOOLY HIKE
GAME OVERVIEW
Wooly Hike is a 3D puzzle game with a serene atmosphere. The player embodies a girl who washed ashore on an island populated by sheep. They will use their interactions to solve 30 puzzles. At the same time they will be able to explore the island to discover all its secrets while listening to the original soundtrack.
DEVELOPMENT INFOS
Role - Game and Lead Level Designer
Time - 4 months (2021)
Team size - 8
Genre - Puzzle game
Type of project - School project
Tech - Unity
Platform - Mobile (1 player)
MY RESPONSIBILITIES
-
Co-managing the team.
​​
-
Leading the level design team.
​​
-
Creating the “Sheep system”.
​​
-
Creating and implementing 15 levels.
​​
-
Playtesting in order to tweak levels.
​
-
Tweaking the learning curve.
DESIGN OVERVIEW
That was our first mobile game on Unity. The premise was to make a puzzle game with one main element.
It took more than 1 month out of the 3 we had to properly define our main element: the Sheep. We focus our gameplay on our sheep and their behaviors with each other, with the player and with the environment.
We were a little bit behind schedule compared to other teams but thanks to that the production went smoothly and no change had to be done on our “Sheep system”.
​
At the end of pre-production we agreed that our intentions were to create a peaceful space where the player can take their time to resolve the different puzzles we offer. That decision had an impact on our design and the levels.
We tried to let the player enjoy this moment without any external interference (like advertisement or tutorial). We also made an original soundtrack to immerse the player in this colorful and serene world.
We wanted to present and teach new mechanics on dedicated levels that don’t feel like tutorials. I designed those levels and I had to tweak them countless times to make sure that the player learned about all the different sheep interactions during their playthrough without noticing.
When I designed a level I used different steps :
​
-
Create a first draft that works in my head with our level design prototyping tool.
-
Present this draft to my teammates in Unity, in order to see if they can resolve the puzzle or, in most cases, if they can break it in a way I didn’t think about.
-
Iterate on the last version to correct those “incorrect” solutions.
When all my teammates successfully resolved the puzzle the intended way I was allowed to integrate the art on it and add it to the build version for the next playtest.
During the playtest I watched if the difficulty was not too high in comparison to the other puzzles and if it was at the right place in the difficulty curve.
After some playtest and some iterations the level is ready to be published, but sometimes we see that the level doesn’t fit in the game so we cut it out and create a new one.
Iteration process

v1

v2

v3

v4

Final

In Engine

In Engine with art
With part of the team, we decided to work again on this project during our 2021 summer vacation. We polished some aspects of the game like the UI and we corrected some bugs.
We publish Wooly Hike on the Google Play store, it's our first game available to the public.
POST MORTEM
WHAT WENT WELL :
The production went smoothly thanks to the extended pre-production phase.
​
We succeeded at delivering a full game at the end.
​
Straight at the beginning we created a tool to prototype levels quickly.
WHAT DIDN'T GO WELL :
The pre-production phase was a little complicated because all the team members had a different vision for the “Sheep system”.
​
We had some problems with the art at the beginning of the production.
FINAL THOUGHTS :
When I write those lines, Wooly Hike is the game that I’m most proud of. I made a lot of puzzles that ended up in the final game and we think it has the potential to be sold on a mobile store like the Android Playstore.
PLAY THE GAME
The game was available on the Google Playstore (+1.85k downloads).