Shokichonka Design

"The Adventures of Sprig and Gizmo"
by Thunder Blossom Games

 

An adventure through a world quite different to ours. 

 

This multiplayer explores the fine line of balance between two vastly contrasting characters and their shared journey to coexistence in a conscious way.  

Sprig and Gizmo, two completely different characters, embark on a journey in which they must find balance.

Nature has always been the dominant force and forever more will be. Technology is an emerging power which needs to work in sync with nature. 

Plant trees and irrigate them, zoom with a drone and build bridges out of massive timbers, complete puzzles and most of all collaborate!!!

Delve into this wonderful world of technology and nature, discover the path to balance by completing puzzles and defeating the boss.

 

My Contribution

During the production phase of this project, I was an integral part of the User Interface and User Experience team. Embracing this role provided me with an enriching journey of learning and growth, far beyond what I initially envisioned.

 

As a UI/UX designer, I found immense satisfaction in crafting menu wireframes and creating cinematics. Moreover, I was entrusted with the crucial responsibility of gathering and analyzing feedback from the development team's weekly surveys. Leading the design and organization of beta testing forms ensured a thorough and seamless testing process.

 

In this capacity, I uncovered a newfound appreciation for Unreal Engine's Cinemachine. Exploring this feature for the first time, I was captivated by its profound impact on user experience. Unlike my experiences with audio, working with Cinemachine felt intuitive and exhilarating.

 

Although this project marks my debut in incorporating Cinemachine into a published product, I take immense pride in the accomplishments achieved. Recognizing that there is still much to learn and master, I am grateful for the opportunity to have contributed to the project in this capacity.

Furthermore, I successfully coordinated the game's publication on Itch.io, further solidifying my role in bringing the project to fruition.