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Crazy Tire

Casual  |  Adventure   |  Strategy |  

An Addicting Platform Game

In Crazy Tire, the aim is to guide a rotating Tire up a never-ending series of platforms without falling and collecting as many coins as possible. The right side of the playing field is connected with the left side. Players have to press the red buttons to move the Tire in the desired direction. Users can get a short boost from a few objects, such as rockets and springs. The Tire must avoid the purple saws.

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Select the  Game Process 
Roles and Responsibilities

Albiona Ajeti - Programmer/Developer, Game Designer, Tester & Music Game Composer

Responsible for programming the game on Construct 3 and X Code and making it compatible on iOS. Produce sound effects and music using various instruments, adobe audition and garage band for the games. Helped design the UI interface of the game on Adobe Illustrator

 

Qendrim Ajeti - Game Designer, Animator, & Music Game Composer

 

Responsible for conceptualizing the game, and developing characters and other designs using various editors/software such as Adobe Illustrator and Photoshop.​

Project Stakeholders - 

Albiona and Qendrim Ajeti (developers of the game), Game Players, &  Apple

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Problem Statement

Develop a new game in under a month for the latest iOS Software (13.4) and meet all the new requirements and guidelines that Apple presented to the developers. For example, developing a pop-up message that asks the users for data collection and/or access to the accelerometer of the device. 

Ideas, Goals and Design

Our goal was to develop a fun platform game for all ages. Because we were targeting all age groups, we needed to make the game simplistic and easy to understand for all ages and backgrounds. We aimed to mix simplicity with creativity and entertainment and deliver our game, Crazy Tire.

During our first few sessions, we brainstormed ideas and what characters we wanted to have. We decided to have a tire as the main subject because it was a fun object that hasn’t been used in other platform games. Some of the obstacles included saws, nails, and different moving platforms. We decided that the aim of the game was to collect as many coins as possible while the tire is spinning up the various platforms.

Rocket Design Process -
From Draft Design to Final Product

We utilized photoshop and illustrator to obtain the drafts of the designs and once the drafts were completed I started the programming.

 

While I was in the process of obtaining the basic algorithms/functions for the game using the draft designs, Qendrim finished some of the designs and forwarded them to me to make some final changes and complete the game. 

Results & Takeaways

Our goal of developing a fun platform game in under a month was accomplished. We are very pleased with the final results of the game and we have received massive support from users worldwide, in 21 countries. 

 

There were numerous challenges along the way until we reached our desired goal.

Developing a game that meets the new Apple standards was very challenging, especially with the latest iOS software and requirements, and with the inclusion of the accelerometer which tracks down the motion and orientation of the device and the tire (it was something completely new but very exciting to learn more about), nevertheless, it gave me more motivation to get it approved by Apple.

I learned a lot during the development process of this game. As a mobile game developer, I realized that it's essential to be flexible and learn how to adjust to Apple's different changes. Learning about the various features that our phone has, such as the accelerometer, and finding ways to integrate them into our game was really interesting. Additionally, it was my first game developed with X-Code, and although it was challenging to start with a new integrated development environment, I ended up appreciating the user-friendliness, and I will continue to utilize it in the future as well. 

Marketing

I managed promotional assets creation for my games, such as trailers, web assets, screenshots, and store descriptions.

 

And I promoted my games through engaging posts on multiple social media pages, such as Instagram and Facebook.

The promotional poster was designed on Photoshop.

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