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Free-To-Play | Tower Defense | MOBA
Chick N' Wars
High Concept
Unit Designer
UI/UX Designer
Art Director


Completed
November 2022 - December 2022
First project of my Second Year this time the guidelines were this time rather centered around the business model. The Free-To-Play model, our game was to be intended for mobile and developped in Unity.
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Having heard of this project's nature prior I had thought of a high concept ahead of time. However as I would later in the year with Arkames, despite coming up with the original concept, I wanted to try and set myself back from the ship's helm in order to learn how to follow. While still assuming leadership positions in others exercices outside the big projects.
Manifesto
The concept was rather simple: drag and drop Units/Animals on three separate lanes connecting the three structures of each player's Farm. With each having a different strategic value pushing the player to make choices.
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A architecture similar to Clash Royale, but with an added layer when it came to ressources management. The Windmill producing Weat to purchase Units and the Watermill being used to upgrade said Units during a match.
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Those Units would reside within the Barn set on the middle lane and occupy limited slots taking the form of pens. As such that the players would have to establislish a stategy beforehand through the picking of their Animals.




You Animals
What would be a MOBA without its cannonfodder. In the case of Chick N' Wars that would be the Animals themselves.
Having taken over during a worldwide agrarian revolution they now wage war between Farms.
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The Chicken was the first to appear alongside the high concept and thus quickly became a mascot of sorts.
Expanding the roster in both form and function each came with a signature move meant to fill a certain role: Chicken as our archer, Ram as our footsoldier, Cow as our tank and Rooster as our glasscanon.
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Animals
Chicken
Ram


Rooster
Cow
In addition to the Animals the environment would have to be defined. So alongside the Units themselves I made sure to provide the necessary buildings linked to the Player's Farm/Base that included the Windmill, the Barn, the Watermill as well as the Pens holding the Animals. Finally a tileset so I could quickly build the Arena when the time came.
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Buildings & Environment
Windmill
Barn
Watermill




Cattle Pens

Tiles Set
UI Farm
Thanks to a workshop on the F2P model, I had a good grasp of what makes effective UI in mobile games. I kept things ergonomic and user-friendly, placing main tabs at the bottom and using nudges and pop-ups to guide the player.
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I ended up implementing a basic version of the UI in-engine to make it somewhat functional—the goal being to convey the intention behind the system, rather than to present a finished product.
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Menu Tabs

Main Menu
Tech Tree
Inventory
Store
Arena & Pop-ups





Arena
Victory Screen
Defeat Screen
Quit Screen




Aftermath
As per the exercice requirement, we were to imagine what would be our Post-Release strategy and to expand our vision if Chick N' Wars was to be pursued, a reflexion I happily took part in.
Apart from natural core features that we would add to compete with other F2P on the market, there was also the life service to consider.
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PvE Campaign & Events
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Ranked Matches
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New Animals
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The ability to form Syndicates (clans).
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Syndicate Wars
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A Common Market to trade animals (separate from the aesthetics Shop)
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Seasonal events & content