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The Three Privateers

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  • Cooperative Action

  • 48 hour game jam

  • Unity

  • Team of 4

  • Level Designer

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  • Players cooperate between two highly interconnected sub games

  • Mechanics and level design create an intense cooperative experience

  • Made for 2019 Chillenium Game Jam

  • Play The Three Privateers at https://willfish-dev.itch.io/the-three-privateers

Overview

In "The Three Privateers" two players cooperate to return a ship safety to harbor through treacherous waters. One player steers through an obstacle course of rocks and enemy turrets, complete with the heavy momentum you'd expect from a ship, while the other player manages the crew to repair damage and fire cannons.

 

The game was designed to foster communication and interactions between the players. For example, the steering player could not fire the cannons, so they'd have to coordinate with their crew manager to defeat enemies. These systems came together to create a high intensity, extremely cooperative game.

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While this game managed to very neatly achieve the game play and tone it was going for, overlooked details in the design prevented it from being everything it could be. 

Responsibilites

  • Designer

    • Level Design​er

    • Contributed to Mechanic Design

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  • Artist

    • Character Design​

    • Animation

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  • Audio

    • Composed Music​

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Team

Jonah Taylor

  • Design

  • Development

  • SFX

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Fella Ag, IGDA Officer, and friend! Click on his name to see his work!

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Postmoterm

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Mitchell Garrett

  • Development

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Fella Ag and Friend. Click on his name to see his work!

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Rami Abu-Hamdan

  • Design

  • Art

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Fellow Ag and former designer at TAMU's LIVE LAB. Has the rare skill of being able to properly scope a project. A great designer and great friend.

What went well

  • Interactions between the two sub-games made the game not only unique but very  social, encouraging communication and cooperation.​

  • Level design and mechanical decisions (such as the steering of the boat) lead to high intensity gameplay that was both engaging and further encouraged cooperation.

  • VFX and SFX lead to good game feel, especially considering the time we had.
     

What went wrong

  • Level ended up being too difficult for a short game.

  • Pacing and details such as crew movement speed led to a less engaging crew management section.

  • Poor consistency in art direction.

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What I would have done differently

  • Making the camera more zoomed out with fewer but longer range enemies would have gone a long way in improving the navigation and pacing of the level.

  • Implement some time pressure or chasing enemy to improve pacing and increase the importance of repairing. (This was intended but cut due to time restraints.)

  • Minor detail tweaks to improve balance and gameplay.

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