Plants vs Zombies Match
Description
Plants vs Zombies Match (PvZ Match) is a spin-off match 3 puzzle game on the classic tower defence game Plants vs Zombies (PvZ). In PvZ Match the player creates plants when matching specific tile patterns. With the plants the player defeats zombies and completes puzzles. We followed best in class to make a high quality match 3 game with added PvZ magic.
My role, the team and the process
I was the lead (and only) game designer in a small and diverse team spread across Europe and the USA, from Barcelona to Helsinki to Bucharest to Seattle. This diverse and remote setup of the project means we need to have razor sharp communication and to follow best project practices to meet our deadlines and goals.
From design briefs, to design documentations, to stories, to tasks, to subtasks. This is the order we operated, I made a design brief that I presented to the team, then we talked about it and afterwards I iterated on the design. When we were happy with the design brief I turned it into a proper design document, then I gathered feedback on the document from the stakeholders that the document is for. I iterate one or two times on the doc and then it is time to turn it into user stories that my producer and I turn into tasks and then the stakeholders add subtasks. This way we could communicate and collaborate effectively across different cultures and time zones.
At least 4 times a year we got together at the office where the project was based in Helsinki, Finland. We did this to make stronger bonds in the team and to connect. The last couple of years Helsinki has become my second home in some ways. (Sauna is in my weekly routine now).
As the only game designer in the team I designed everything in the game. From timings of swiping and falling tiles to the zombie mode. At this point I can tackle any design challenge that comes to me.
When I start to work on a design I start to dig into research first. To see what other games have done before us. This is important for me because I don’t think we should design the wheel over and over again. We have so much good design that we can stand upon. This way I can be very grounded in my design decisions.
The following sections are some examples of what I have designed:
End Game Purchase
When the player loses a level they get the opportunity to purchase more moves with the coins they have earned from playing levels. If the player chooses not to buy more moves they have to restart the level and one heart is deduced. When the hearts reach 0 the player can buy more hearts or they have to wait until the hearts are refilled.