Week 9 – Fine-Tuning and Playtesting Prep

Before diving into the development details, let’s take a look at the Mini 2 Gameplay Video!

Programming

Tyler has been hard at work integrating the UI, art models, and Lawrence’s visual effects, along with fine-tuning the interactions to create a smooth, engaging experience. With these additions, Mini 2 is now ready for playtesting!

Art

Lawrence has focused on designing the shoes, bringing them closer to the original with game-ready topology. Next, he’ll bake high-poly texture maps onto the models to add finer details like logos, lines, and sole textures, making them fit seamlessly onto the character’s feet. The models currently vary between 2,800 and ~12,000 faces, with screenshots showcasing different perspectives.

Regina also made impressive progress on the environment design for the outside world, now divided into three main areas. Players start by bouncing off a giant leaf trampoline through a portal within a hurdle. Next, they pass through a soap gate over a lake to enter the second game. Then, a shoe-shaped cable car takes them up to a hilltop where they enter a stone gate portal. Upon completing all levels, an elevator opens from a towering trophy, transporting players to the cup to receive their reward.

UI

Yawen designed the UI elements for Mini 2, including instructional UI, a score bar, countdown timer, foot map, and end-of-game score scene. Following last week’s direction, these elements contribute to a cohesive, intuitive gameplay experience.

Anna has also been working on a map of the outside world, which serves as the game’s transition loading screen. During this phase, players can view their location and preview the upcoming levels, adding excitement and continuity to their journey.

Playtest Plan Development

Beyond game development, we’re also preparing for our upcoming playtest in Ghana, which will be tested locally during ETC Playtest Day in Week 10. Our instructor, Heather, helped kick off the initial draft, and we had a collaborative session with Elaine Fath, a game designer from CMU’s Center for Transformational Play, to gather insights. Eva took these inputs and refined the plan, incorporating feedback from Mike Christel during the Playtest to Refine Workshop. Mike suggested a great addition—integrating a drawing session into the lesson plan to enhance engagement.

Playtest with High School Students

We recently had the opportunity to playtest our game with visiting high school students. Observing their interaction with the game without preemptive instruction allowed us to see how naturally they grasped the educational message. They quickly understood the goal of cleaning their feet from germs while navigating the game, which was encouraging. The students also began competing with one another and discussing the game, a great sign that they were engaged and having fun.

Each of these developments brings us closer to creating an impactful, educational, and enjoyable experience for players!