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Growing Pains: One Bud at a Time

Growing Pains: One Bud at a Time is a 2D-platform game that illustrates the struggles of people labeled as an "Orchid" in psychology terminology by allowing the player to explore and go on a journey as an actual orchid. The term relates to the concept of the fragility of an orchid. The player explores different sceneries with a variety of challenges that compliment the theme of the level as the player collects waterdrops to help grow a new bud. Balanced with challenging gameplay, whimsical aesthetics, and somber music, this game provides an engaging experience that aims to leave the player feeling just as accomplished for earning a new bud each level as the orchid itself!

The goals for this game were to expand my knowledge in the Unity program and create an engaging 2D platform that subtly represents the response to positive environments versus difficult situations for a person labeled as an "Orchid" through art, gameplay challenges, and music.

To play Growing Pains: One Bud at a Time visit: https://ashli512.itch.io/growing-pains-one-bud-at-a-time
Link to full documentation of all 5 levels: https://utexas.box.com/s/fmjpskb2tdve9cjjnfh7yuddgw9wr6m2

Credits:
Art by Ashli Black
Base code by Michael Baker
Music by bensound.com/ "November" and "OfEliasDream"
SFX by freesound.org/bradwesson
Fonts by dafonts.com/graphicxell and woodcutter

Image of Growing Pains: One Bud at a Time

Image of Growing Pains: One Bud at a Time

Video Game Play of Growing Pains: One Bud at a Time

This image shows the overall player progression and earning a new bud as they advance each level.

This image shows the overall player progression and earning a new bud as they advance each level.

These are the original assets I drew for the lighter scenery. I have multiple backgrounds, but I quickly realized that importing assets into Unity and using them is very similar to Photoshop and layers. I went with the blue sky and grass/dirt in the end.

These are the original assets I drew for the lighter scenery. I have multiple backgrounds, but I quickly realized that importing assets into Unity and using them is very similar to Photoshop and layers. I went with the blue sky and grass/dirt in the end.

These are the darker scenery assets I drew in Procreate. I used the same assets as the lighter scenery and placed a black layer with little opacity over it to get it a shade darker.

These are the darker scenery assets I drew in Procreate. I used the same assets as the lighter scenery and placed a black layer with little opacity over it to get it a shade darker.

Here is the process if the opacity layer and contrast between lighter and darker assets.

Here is the process if the opacity layer and contrast between lighter and darker assets.

Here is a level layout I sketched for the first level. I wanted to define player movement and the objects the player could interact with such as the cloud platform. My final Level 1 has differences though.

Here is a level layout I sketched for the first level. I wanted to define player movement and the objects the player could interact with such as the cloud platform. My final Level 1 has differences though.

Final Version of Level 1. Compared to my prototype, I added more platforms of all kinds and made the level more challenging to help the player understand gameplay.

Final Version of Level 1. Compared to my prototype, I added more platforms of all kinds and made the level more challenging to help the player understand gameplay.

Level Layout sketch of Level 2

Level Layout sketch of Level 2

Final version of Level 2

Final version of Level 2

Level Layout sketch of Level 3

Level Layout sketch of Level 3

Final Version of Level 3

Final Version of Level 3

Level Layout sketch of Level 4

Level Layout sketch of Level 4

Final Version of Level 4

Final Version of Level 4

Level Layout sketch of Level 5

Level Layout sketch of Level 5

Final Version of Level 5

Final Version of Level 5

Game Concept Document: Includes the overview concept of the game, the goals I wanted to achieve, and the theme.

Game Concept Document: Includes the overview concept of the game, the goals I wanted to achieve, and the theme.

Game Concept Documentation Part 2: Includes a continuation of goals and the core loop of the game.

Game Concept Documentation Part 2: Includes a continuation of goals and the core loop of the game.

Mood Board: As written in my concept documentation, I aimed for a contrast between positive environment with brighter colors and difficulties with darker colors. The softness of textures was important as well.

Mood Board: As written in my concept documentation, I aimed for a contrast between positive environment with brighter colors and difficulties with darker colors. The softness of textures was important as well.

Level 1 Design Brief (Page 1):
Overview and Goals

Level 1 Design Brief (Page 1):
Overview and Goals

Level 1 Design Brief (Page 2):
Player Flow

Level 1 Design Brief (Page 2):
Player Flow

Level 1 Design Brief (Page 3):
Level Layout Part 1

Level 1 Design Brief (Page 3):
Level Layout Part 1

Level 1 Design Brief (Page 4):
Level Layout Part 2

Level 1 Design Brief (Page 4):
Level Layout Part 2

Level 1 Design Brief (Page 5):
Level Layout Part 3

Level 1 Design Brief (Page 5):
Level Layout Part 3

Level 1 Design Brief (Page 6):
Level Layout Part 4

Level 1 Design Brief (Page 6):
Level Layout Part 4

Level 1 Design Brief (Page 7):
Level Layout Part 5

Level 1 Design Brief (Page 7):
Level Layout Part 5

Level 1 Design Brief (Page 8):
Level Layout Part 6

Level 1 Design Brief (Page 8):
Level Layout Part 6

Level 1 Design Brief (Page 9):
Level Layout Part 7

Level 1 Design Brief (Page 9):
Level Layout Part 7

Level 1 Design Brief (Page 10):
Level Layout Part 8

Level 1 Design Brief (Page 10):
Level Layout Part 8

Level 1 Design Brief (Page 11):
Level Layout Part 9

Level 1 Design Brief (Page 11):
Level Layout Part 9

Level 1 Design Brief (Page 12):
Level Layout Part 10
For Full Documentation visit:
https://utexas.box.com/s/fmjpskb2tdve9cjjnfh7yuddgw9wr6m2

Level 1 Design Brief (Page 12):
Level Layout Part 10
For Full Documentation visit:
https://utexas.box.com/s/fmjpskb2tdve9cjjnfh7yuddgw9wr6m2

Postmortem covering what worked well, issues I had, what I would do differently, and what I learned from this experience.

Postmortem covering what worked well, issues I had, what I would do differently, and what I learned from this experience.