Tag Archives: 2011

Tara Duncan (2011)

Lead Game Designer | Novembre 2010 – Avril 2011 |  Feerik, France
Responsabilities : GDD, Game Balance, Weekly content, Team management, monetization, Level Design
Players count : 400K+
To see directly my work samples on Tara Duncan, click here
(currently in French only).

Overview

Tara Duncan is an adventure game for browser and facebook based on bestselling novels and cartoon of the same name. The game was developped since November 2010 and released in April 2011.

Synopsis

Tara Duncan is a teenager who discovers by chance that she possesses magical powers. After many explanations with her grandmother, she soon teams up with her friends Fabrice and Sparrow and becomes a Spellbinder in charge of stopping Darkness Master Magister from the Otherworld planet. While the books explore Tara’s adventures on Otherworld, the game focuses on a new team of Spellbinders called “Team Alpha”, asked to clean the Earth of “Semchanachs” (corrupted Spellbinders). As a member of this team, player will share their time between exploration, fight and chilling !

Key features :

  • Game based on Tara Duncan licence
  • Create the perfect spellbinder
  • Deep pets system
  • Construction system where the player develops his originally little chamber into an huge mansion.

Gameplay :

  • Adapting a famous licence :Tara Duncan is originally a bestselling novels before being adapted into a cartoon by Monscoop (broadcasted by  French TV channels M6,W9 and Disney Channel). When we started development, one of our directives was to create something able to please both books and cartoons fans, Thanks to our direct collaboration with the author, M6 Web and Moonscoop, we were able to achieve results at the crossroads of each medium while keeping our own identity.
      •  All the exploration part, including backgrounds, spells or bestiary, is mainly based on books.

      • The customization part (clothes, pets design, furniture) takes inspiration from the cartoon.

    •  Storyline is unique to the game while books characters are NPC guiding players through the quests.

It resulted in a great synergy between each medium, with some of our ideas directly used in the books and fans looking for details about Otherworld universe in the game.

  • Mix of gender : With different market target between the books and the cartoon (Young adults on one side, 12 years old girls on the other), one of our main directives was to create a game able to gather all kind of Tara Duncan’s fans.
    • Health and Energy bars are merged in order to avoid the frustration of game over, even though the game keeps some negative feedbacks (loss of energy when hit by an enemy, damage animations…)
    • Each NPC has his own kind of quests (one is devoted to fights, the other to pets quests…) with their own storyline, so the player can choose in which way he wants to play. Explorers will go through dungeons while socializers will upgrade their houses and visit each other’s house.
    • Different kinds of leaderboards and contests which emphasize every styles of play.
    • We put a big focus on personalization. Players can custom almost everything from their look to their houses.
  • Adventure : Even if the game was mainly designed for Tara Duncan’s fans, we did create a world full of secrets and challenges able to please seasoned gamers. We designed the game like a toybox where players always have something to discover adapted to their skills, such as :
    • Generated Content
    • Craft System
    • World map and warp zones
  • Building : Each player of the game has his own private space. Starting with a little chamber, they can upgrade it with gold, working permits, and help from their friends. Houses are acting like HUB for friends interactions (gift, visiting friend’s house), pets (a room is dedicated to pets which have to be fed, trained and entertained) and achievements.

Work samples

Info : Dungeon AbbayePitch doc describing “Abbaye” dungeon to the team.
Software : Word, Indesign, yED, Illustrator
Format : PDF (french)
Info : Dungeon Abbaye – Variety matrix showing players skills asked for the dungeon.
Software : Illustrator
Format : PNG (french)
Info : Dungeon Abbaye – Level structure of the dungeon serving as source for the art team. 
Software : Illustrator
Format : PDF (french)

Info : Donjon Abbaye – Sample Abbaye’s maps

Concept Art : M.Sancho, S.Trousselier, M.Chabbert
Format : JPEG 
Info : GD-lite explaining the “Generated Content” game mode to the team.
Software : Word, yED, inDesign
Format : PDF (french)
Info : Gameplay loop of Pets health
Software : yED
Format : PNG (french)
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