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The Automatician

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1st Person Puzzle Exploration Game

1 Academic Year

Concept Designer & Co-Founder

±30

Released for PC

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About the Project

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The goal of this project was to create a challenging puzzle game in a visually appealing and relaxing environment to explore and discover.

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Having known and loved The Incredible Machine from our own childhoods, we aimed to reward the players with their own animated 3D Rube Goldberg Machines.

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The player is challenged to build these machines with parts they find in the mansion in order to overcome obstacles and proceed through the game and become the next Automatician!

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My Role and Responsibilities

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The Incredible Machine - (1993, Dynamix)

- A great source of inspiration for The Automatician

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In order to recruit a team of qualified team members, coming up with a strong concept that people believed in was crucial to getting the project on its feet.

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Along with the other Founders of DreamPunks, I came up with the game concept for the Automatician. Combining the idea of creating Rube Goldberg machines with a 3D environment that you could freely navigate through and investigate as a player.

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The idea to use hexagonal tiles and pre-made machine parts to connect across them allowed us to create enticing animations for the machines with a lot of opportunity to play around with the puzzle difficulty.

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Other than that, my main responsibilities for this project lied with overseeing its development and nurture it towards its release, along with the other founders.

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Key Lessons Learned

 

Seeing as how The Automatician and The Adamant were simultaneously developed under Dreampunks, the most difficult task for me was trying to find a balance in dividing my time and effort across the two projects.

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Both projects had proved themselves to be high in potential and, having (co-)designed both game concepts, it was a little as if I had to choose between raising one of my two 'children'. Thankfully, I had the other co-founders of Dreampunks to count on and help carry the weight.

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In a sense, the most important lesson I have learned through the development of the Automatician is how to take a step back and trust other team members to take care of an idea and raise it toward its full potential. By doing so, I was able to concentrate on the development of The Adamant more extensively, while still keeping a helicopter-view on The Automatician's progress and providing feedback for its course of development.

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The necessary steps we had to take to get the game released successfully came with a lot of new challenges. Because of this project, I was able to gain experience with things like marketing strategies and business models, fund allocations and release procedures. Basically everything outside of the game's development.

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Looking back at it, I am very proud to see this game being released on Steam and very thankful for everyone who contributed to make it a reality. 

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