Marcelo Spiezzi Raimbault
Game Developer
ABOUT MINI INI MO
Mini Ini Mo is a puzzle/platform game where players are responsible to guide the three game characters throughout its levels using their unique or combined skills.
Mini is the smallest and smartest one, with his hands he uses switches and operates all types of machinery. Ini is the fastest and uses his legs to jump through obstacles or to run around when impatient. Mo is the biggest and laziest one, with his huge mouth he can devour boxes (probably just an excuse for his voracious appetite).
The game was developed for iOS and Android and released in October 2013.
Development Time: 8 Months
Team Size: 6 Developers
Weekly man-hours: 144
Engine: Unity 4
TRAILER
MY RESPONSIBILITIES
Producer:
- Found partners for the project (art and sound)
- Created a functional workspace
- Organized a functional development schedule for the three studios that worked on the project
- Helped to organize booths during exhibitions
- Created the Press Release
- Edited the game trailer
- Created game analytics reports
- Created financial/planning documents for a possible partnership with a publisher
Game Designer / Level Designer:
- Developed the game prototype
- Wrote the GDD
- Designed game mechanics
- Designed and created all game levels
- OptImized the levels for mobile platforms
- Designed the User Interface
- Created particles systems and visual effects
- Scripting in C#
- Ensured a unique project vision was shared with all team members
MINI POSTMORTEM
What Went Right:
- High quality product for the first game developed by all team members
- Awesome learning experience for the team in all game development process, through planning to marketing
- Great tune with our partners
What Went Wrong:
- One month of crunch time by the end of development, team burned out for the next two months
- Marketing and game distribution strategy
- Not enough playtesting during development
What We Learned
- A beautiful game is not enough; gameplay is always the most important aspect of a game
- Playtest as much and as soon as you can
- Crunch may seem necessary, but in the end, it is bad for both the game and the team