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        Beep! Beeeep!!!! The road is filled with traffic as usual. You as the traffic controller is responsible to ensure that the road junctions under your responsibility is well taken care with a smooth traffic flow. While it might look like an easy task, but be warned, it is not as easy as it seems, especially during the rush hour! Gotta go!!!

Trafficking

Features

        Avoid causing any traffic jams, that's your one and only job! Using the panel on the right of the screen, switch between the different traffic patterns that allow for different traffic flows. Things would not be easy as the time closes in towards the peak hour where a large amount of vehicles would come flooding in like a tsunami. To make life harder, the drivers in the city are not very helpful as they have very little patience, and you do not want to know what would happen to you if their patience run out! 

Development Summary

        Drawing inspiration from, that's right, just real life! With the desire to channel that frustration of why traffic jams happens towards players, my team and I find that it would be interesting to make a game where players need to 'serve' the NPCs to make them happy while the NPCs might not be too reasonable and making it challenging for players. With that, experience what it would be like as a traffic controller doing the 'trafficking', and who knows, you would discover your own hidden talent and be crowned as the Traffic King!

Roles and Responsibilities

Project Type: Group

Game Designer

Responsible for coming out with the main concept of the game and ensure that it is fun for players to experience. Besides that, I am responsible to provide all necessary design documents that the team could refer to while developing the game to avoid any confusion nor error

Level Designer

Even when the levels present could be a simple T-Junction and could just be taken from real life, but further discussion and planning on whether the level would be fun and balanced was made before releasing it into the game

Others

Other responsibilities that I have would be searching for sound effects and background music that would fit the game. Not only that, I did the original mockups for the game menus and user interface for our artist to more easily visualize how we would like the game to look like and come out with the necessary art assets

Challenges encountered and What I learnt

Make a choice and COMMIT to it

  • We were given 13 weeks to complete this project, but yet the actual production time put into the final product of Trafficking could be said to be done within 6 weeks, if not less. This is as the game started off HUGE but yet without any proper direction nor foundation for it. It would not be an exaggeration to say that the game has been revised up to 8 times, with 3 of them could be a completely different game from each other. The final product was then done mainly with what we had and we just rolled with it

  • Our passion on what we would like to achieve would be the main cause here as we keep going over and over on what would be better with more considerations to make after each discussion. There were a lot of progress on paper but not on the actual product. With that, to commit and just give my best on the things that I have decided to do is the greatest thing that I have learnt throughout this process

Have a Leader

  • My team and I did not really appoint a leader within the team as we all know each other well and have went with the majority vote system to make most of our choices. The problem here is that we tried to include everyone's idea into the game, which did not turn out very well as each of us have different preference at some point down the development process.

  • Sometimes having no choice might be 100 times better than having an extra choice. While it is still important to listen to everyone's opinion, but I now believe that it is better to have someone to make the final decision as the person making the call would most definitely have a vision in mind that the team can at least have a proper progress on, compared to going left and right and still ending up at the starting point after pouring so much blood, sweat and tears into making what we are doing.

Screenshots

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