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Quack Attack

Quack Attack is a fast-paced 2D platformer where resource management and pinpoint accuracy are your keys to success. Play as a rogue rubber ducky on a mission to make Rubber Ducky Day an official holiday. Jump and dash through government buildings and use your trusty water gun to shoot sentient office supplies getting between you and the president's desk!

This game was partway through development when I joined the team. My goals with this project were to create a more accessible onboarding experience through a set of five tutorial levels, as well as to extend and polish existing systems and mechanics.

All gameplay footage shown here is thanks to my team's contributions and perseverance!

Fast Facts

Team Size: 4
Roles: Designer and Process/Project Management
Timeframe: 14 weeks
Engine: Unity
Language: C#


  • Responsible for designing and planning 5 tutorial levels:
    • Strengthened rapid prototyping skills from iterating in 1-2 week cycles.
    • Investigated tutorial design/player onboarding methods and how a level designer might try to structure earlier levels to create an experience that is accessible to a wider range of players.
    • Blocked out levels using sketches prior to implementation to facilitate design discussions with the team.
  • Designed and scripted the camera to dynamically adjust its position and zoom level so players can see further ahead of themselves and better anticipate platform/enemy positions:
    • Used ease-in and ease-out movements when panning and zooming camera to reduce motion sickness.
    • Exposed all variables related to camera movement to the editor for easy modification.
  • Helped run playtests, observing testers and compiling feedback/trends into documentation and playtest-specific spreadsheets for discussion with the team to drive the next iteration.
    • Gained experience conducting playtests effectively through learning organisational methods, survey creation techniques, and feedback analysis strategies.
  • Fine-tuned physics to give players more responsive, precise, and predictable control over their character.
  • Designed character customisation system and implemented functionality via a "wardrobe" screen.
    • Designed minimalist UI and customisation options to prevent choice paralysis.
  • Contributed to, and maintained, design documentation and project artefacts.
First part of Level 1 Second part of Level 1
On the left is the first half of Level 1 where players learn to move/jump/double jump in a risk-free space. To the right is the second half of Level 1, which reinforces mechanics taught with hazards included as an added challenge. This ensured that players had mastered mechanics taught well enough to advance.

Left: the wardrobe screen where players can customise their character's appearance.
Right: the customised character in-game.

The in-game camera adjusts its position and zoom level to give players better spatial perception with the help of ease-ins and ease-outs to reduce motion sickness.


  • Led an interdisciplinary team of 4 using Agile principles and Scrum methodologies.
  • Worked to ensure team members were doing okay mentally and physically throughout the weeks, reconsidering scope, project goals, and overall vision as needed.
  • Maintained a 2-week sprint cycle with sprint planning and sprint progress/retrospective meetings held at the beginning and end of each sprint, respectively.
  • Scheduled and coordinated team standups and check-ins with our primary stakeholder (aka our professor).
  • Managed timeline/scope based on sprint deadlines and development goals by maintaining project Trello board.


  • Designing levels that supported the goal of making onboarding accessible, and that showcased the game's mechanics and controls effectively.
  • Coming up with a playtest strategy that allowed the team to get detailed feedback about areas in which the game could be improved, without resorting to creating an extensive survey.
  • Promptly addressing burnout and production grind during times when classes and life got busy.


Rewarding Progression Through Unlockables

Locking cosmetic items in the wardrobe screen behind progression walls is one way to make progression meaningful and encourage players to keep going. Some cosmetic items could also be hidden away within secret or hard-to-reach locations in levels to reward exploration.

Further Polishing Camera Movement

The current camera system gives players better spatial perception, but it can still cause motion sickness in some people. Making the camera's panning smoother, or zooming out further to reduce the amount of panning required overall may fix this problem.

Addressing Difficulty Spikes in Tutorials

Some levels in the set of five tutorial levels were perceived to be more difficult than others during the most recent round of playtesting. Simplifying the layouts of these levels based on feedback will smooth out the learning curve, alongside conducting more playtesting as needed.



itch.io Page

Click the button below to access the project's itch.io page:


Quack Attack itch.io Page

Play the Game!

Installation Instructions

  1. Click the button below to get access to QuackAttack7.zip
  2. Download and extract the contents of QuackAttack7.zip
  3. Run Operation Quack Attack.exe

Controls*

*These bindings can be remapped in the options menu.


Link to Build

Link to Repo

Click the button below to access the project's repository:


Quack Attack Repo