Phineas and Ferb: Day of Doofenshmirtz

Virtual Toys 

Playstation Vita



Description:

Based on the smash-hit animated show, Phineas and Ferb bring their unique blend of fun, laughter and chaos to PS Vita system in an exclusive new adventure, written and produced in collaboration with Disney. In Phineas and Ferb: Day of Doofenshmirtz, evil genius Doctor Doofenshmirtz has created a laser beam that turns home appliances into troops for his own robot army! Phineas and Ferb in cooperation with Agent P. must battle Doctor Doofenshmirtz and his minions of menacing microwaves, deadly washer-dryers, and other mobs of machines to save the city of Danville.

The game features three playable characters: Phineas, Ferb and Perry, with their own skills. They must explore five chapters containing challenging and exciting environments that goes from Phineas and Ferb’s local neighborhood to a secret flying base and even the center of the earth. Each level has its own gameplay switching between exploration, platforming, puzzle solving and the purest action of arcade minigames, such as a side-scrolling shoot'em up, a third person shooter or an old school arcade game.

Not enough with this, during their adventure, all characters will be able to collect several blueprints, junk and coins that will give access to them to a huge variety of bonus weapons which allow them to expand their deadly arsenal. All this content is accessible via an ingame shop in which players must craft their own weapons spending the collected materials. This shop also allows players to purchase props for a robot that can be activated in the augmented reality extra mode.

In addition to this, coins can be also used to play an endless arcade game that will reward with bonus coins, helping players to gather all available weapons for the main characters and all props for the AR robot.

My role:

  • Game Designer
  • Level Designer
  • Systems Design
  • Mechanics Design

I designed several gameplay mechanics as well as puzzles for exploration and adventure levels in which these mechanics are applied.

I also designed, in cooperation with my teammates, all enemies including their AI, behavior, attacks and mechanics, including both regular enemies and bosses. I also made the system design for balancing and adjusting their health, strength, rewards, depending on the number of enemies for each level and the content available to unlock on the ingame shop.

I was in charge of designing plenty of levels, all of them regarding to exploration, platforming and action chapters. The design started from the initial block out to the final implementation of the content, including collectibles, enemies, cameras, logic, colliders and decoration. I also created several cinematic sequences related with ingame events such as puzzles or combats.

At some points of the development, I also helped my teammates designing minigame mechanics, weapon behaviors and balancing the difficulty level of each area.

Tools used:

  • Unity3D
  • Word, Excel
  • Krita
  • TortoiseSVN






 

About Me

I'm a video game designer from Madrid, Spain.

I've been working in video game industry since 2008, bringing my experience to several projects in gameplay design, character design, puzzle design and content design.

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I'm also specialized in technical jobs, implementing and adjusting content such as mechanics, systems, difficulty balancing, rules, learning curve, directing, pacing, rewards and accessibility.

I have a versatile profile that has allowed me to work on a variety of game genres such as action, adventure, beat'em up, multiplayer online hack'n'slash, racing or kids.

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In order to carry out my job, I always try to master the studio's tools and technology, offering the best working method while keeping in mind the scope of the project.

I'm hard-working and I always look for things to be successfully done, helping and motivating my team partners. This is the best way of acquiring new knowledge and facing new challenges.