Tomas Martinez Portfolio

Tomas Martinez PortfolioTomas Martinez PortfolioTomas Martinez Portfolio

Tomas Martinez Portfolio

Tomas Martinez PortfolioTomas Martinez PortfolioTomas Martinez Portfolio
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Blank Canvas

Game Info

  • Name: Blank Canvas (Vertical Slice)
  • Genre: 2D Precision Platformer
  • Platform: PC
  • Game Engine: Unity 2D
  • Scripting Language: C#
  • Team Size: Four person Team (Clowntown Games)
  • Background Information: A capstone project adapted to be used as a vertical slice for the now in-development game of the same name

Download on Itch.io

Roles and Responsibilities

In the early stages of production Tomas' primary role was that of game designer. Along with fellow designers Franco Lee, Grady Tarlin, and Joshua Pacheco, Tomas designed the game's gameplay structure, core mechanics, and narrative elements. At this stage he also performed market research and contributed to creating a business plan centered around the game. In the mid to late stages of production he programmed and implemented most of the game's mechanics in Unity2D, designed a majority of the game's levels, and designed and ran playtests to test those levels.

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Another important aspect of Tomas' role was creating and maintaining various game design documentation (GDD, playtest study forms, market analysis etc.), updating the Trello, and upgrading Unity's version control system from 'Collaborate' to Plastic SCM.

Ideation Phase

 1. We started throwing around ideas around, and we all really liked the idea of coping with creativity so I created a mind map with that as the central theme. From there we brainstormed various elements that might portray that theme. 

    Game Concept

    Play as Jesse, a troubled youth, who uses painting to overcome their fears and anxieties. Paint on canvases to bounce, place blocks, and dash through a twisted nightmare circus.


    Inspired by games like Celeste, Owl Boy, and Super Mario, Blank Canvas has you using different paint abilities on canvases to avoid dangers and reach the end of a clownish nightmare.

    Design Pillars

    Challenging Moments that Satisfy

    Emotional and Relatable Narrative

    Challenging Moments that Satisfy

    The game's challenging moments will feel fair and satisfying to complete. Players will always feel like their slowly improving skill is what holds them back, not the game itself.

    Creative Traversal

    Emotional and Relatable Narrative

    Challenging Moments that Satisfy

    Traveling and moving through the game world will support creative thinking from the player, ensuring the player always feels like they are in control.

    Emotional and Relatable Narrative

    Emotional and Relatable Narrative

    Emotional and Relatable Narrative

    The narrative of the game will be emotionally compelling with well thought out themes that will be well researched. We want players to feel Jesse's sadness, joy, and triumph.

    Key Features

    Painting On Canvases

    Other than basic movement, Jesse's primary method for traversing their nightmares comes in the form of their unique paint powers. Jesse can paint on canvases using 3 different colours (blue, red, and yellow), each of which creates a different paint object at Jesse's location. The blue springboard launches Jesse in the air, the red block can be picked up and moved around, and the yellow booster propels them forward across dangerous terrain. Multiple paint objects can exist at once, but each canvas can only hold up to a single paint object at a time.

    Spooky Clown Bosses

    Jesse's nightmares are greatly influenced by their traumatic experience at the local traveling circus. Jesse's fears and anxieties are therefore represented by different characters one might find at the circus: Jistle the Jack-in-the-box, Jostle the strongman, and Jangles the ringleader.

    Hazards & Obstacles

    Jesse's nightmares are populated by a variety of obstacles including spikes, moving platforms, gates & buttons, and more! Jesse must use their painting abilities to traverse the nightmares, avoiding the hazardous obstacles along the way.

    Post-Mortem

    What went well

    What went wrong

    What went wrong

    The team was very serious about following the development process as if Blank Canvas was a true indie game in development. By performing thorough market research, creating a legitimate business plan, and running multiple 20+ person playtests, Blank Canvas was well poised from the start. The team was able to stave off scope creep to create a fully functional vertical slice with 4 narrative scenes, 30+ playable levels, and 3 boss fights.

    What went wrong

    What went wrong

    What went wrong

    Some software changes midway through development caused some trouble for the team (changing from Unity Collaborate to Plastic SCM version control), and reworking the player movement/mechanics delayed the project by a small amount. Additionally there were problems hooking up the cinemachine camera, implementing audio, and finding a dialogue system that worked. Despite this, the team was able to adapt to each situation accordingly resulting in a completed game.

    Continuing Development

    Some time after development, the team created an indie game development studio named "ClownTown Games" with the intention of using the capstone project as a vertical slice to show to publishers.

    During playtesting we found that players were not identifying the key themes we wanted to portray with the narrative, so we removed a lot of the 'fluff' and made the narrative very direct. This resulted in themes that felt forced as we didn't trust the players to understand subtle narrative cues. By reworking the narrative we hope to introduce more subtlety and relatability to Jesse and their story. Most importantly, we will NOT trivialise trauma as we fear we had done previously.


    The boss fights for Blank Canvas should be a culmination of all the tools, techniques, and strategies that players have learned while playing the game up to that point. Currently the boss fights are fine in that regard but we want to both polish them and make them more memorable with dialogue, animations, and particle effects.


    We are quite happy with the difficulty curve for the game, but we know we can do better. Consolidating some levels, moving around others, and even eliminating levels we think don't quite fit is something the team is looking forward to.


    Blank Canvas is challenging (it is a precision platformer after all) and players will likely fail a level many times before they are able to master it. We want to encourage this feeling of mastery by making it easy for players to come back. Level specific collectibles tied to the narrative, an easily accessible level select screen, and an in-game clock are part of our plan for making the game fun to play over and over again.


    We currently have brief "studio" zones that teach players the mechanics but we have found them to be too brief for players to truly cement these concepts in their playstyle. Better tutorials will help players understand the nuances of the game's mechanics in a safe space.


    After creating a rough timeline using a list of desired changes, the goal for the team is to create an enticing vertical slice to show to publishers. From there ClownTown Studios hopes to launch a newly formed Blank Canvas on steam late 2024.


    Download "Blank Canvas" on itch.io

    Downloads

    Business Plan (pdf)

    Download

    Market Analysis (pdf)

    Download

    Marketing Plan (pdf)

    Download

    Jesse Character Persona (pdf)

    Download

    v2.0 Playtest 1 Study Plan (pdf)

    Download

    Level Difficulty Playtest Results (xlsx)

    Download

    Narrative Structure (pdf)

    Download

    Copyright © 2023 Tomas Martinez Game Designer - All Rights Reserved.

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