Binx
Lead Designer
About the game
With Binx, our team replaced the running and jumping movement of a classic 3D platformer with a resource-management-focused flying mechanic. We made the ubiquitous collectathon game loop a secondary feature, focusing instead on level navigation puzzles. We also made the story a more central component by having boss fights and a quest-based objective system, and leaned into the educational space by referencing real-world nectar and honey-types.
The player takes on the role of Binx, a worker bee in a colony full of wacky personalities. When their livelihood is threatened by the greedy CEO Cornelius Von Venus, Binx is the only one with the “talent” and “skills” to save the hive.
I started as the sole designer on this project, maintaining documentation to keep our team on track, and our class and professor (in the role of shareholder) updated on the project. I also worked with our programmer to design and tune our core systems and mechanics.
After the greenlight process, we got another designer to focus on level design, allowing me to dive into my specializations (narrative and systems).
Documentation
Above are two iterations of the core Visual Design Document. The earlier version on the left eventually evolved into the version on the right.
Project Information:
Team Role: Lead Designer
Engine: Unity 3D
Team Size: 7
Project Timeframe: February-May 2021
Team:
Aster Nie: Lead Programmer
Sparrow Hopp: Systems/AI Programmer
Jacob Murphy: Character Artist
Devin Cadiz: Environment Artist
James Winter-Griffin: Level Designer/Prop Artist
Zemyrah Loss: Composer/ Sound Designer
Visit us on Itch.io: