Awakening 7: The Golden Age

Project Description

Awakening 7 was  made during the tail-end of the single-player, offline adventure genre under a try-before-you-buy business model. At around this time, the business model was shifting towards free-to-play. Despite the decline of "traditional" these Hidden Object Adventure Games (HOPAs), Boomzap invested in video improvements, which were applied to Awakening, giving it a more cinematic treatment than previous projects.

The project's production was the largest I'd handled for any game during my time in Boomzap. Each major character  — a ranger, a little girl, several minotaurs, and even a dragon — had an individual 3D model, and the cinematics were no longer confined to painted landscape backgrounds, a stark contrast to previous projects, in which cinematics were strictly in between at least 30 minutes of gameplay, with no 3D assets at all. There were also more voice over assets for Awakening 7 and more cutscenes / interstitials, spaced every few puzzles apart.

My personal notes on early plot events in the story, superimposed over an artist's rough.

While I rarely made requests to the programmers on game engine improvements, I did request a specific feature for Awakening 7: the use of interpolations (linear, cubic, bounce, elastic, etc) in the video editor. Up until that point, interpolations were done manually. This small quality-of-life improvement powered up even the most junior of artist-animators who would have otherwise spent a few hours tweaking keyframes in order to create a realistic animation.

Awakening 7 launched in November 2014. By then, mobile and free-to-play were the dominant platform and business model. Resources were moved to those departments. I was assigned to design games for mobile, beginning with Monster Roller.

My Role and Responsibilities

My role Designer / Team Lead
Core team size 10-15
Responsibilities Design & Writing, Project Management, Production
Documentation produced Pitch, Game Design Document, Tasklist, Prototypes, Feature Request Documents, Publisher Communication, Player Feedback Reports, Bug Reports (JIRA)
My tools Photoshop, Excel (as game data exporter), Google Docs (pitch, feedback, and GDD), Google Sheets (task sheet, walkthrough), Basecamp, as well as proprietary company tools for level, video and UI elements
Credits Mobygames

My time in Awakening 7 was split between high level, project management duties and narrative design, making sure that the game's story made sense and that everyone on the team was on the same page. While in previous projects the team worked linearly, Awakening 7's team was split between me and a fellow designer (my trainee) working on different parts of the game, so it was important to occasionally check that we hadn't accidentally mixed up our puzzles or story beats. Apart from that, my tasks in writing, designing, and directing my half of the game remained the same as in my previous project.

Project Specs

Project Awakening 7: The Golden Age
My role Designer / Team Lead
Developer Boomzap
Publisher Big Fish Games
Genre Hidden Object Puzzle Adventure (HOPA)
Release Date Nov 1, 2014
Online stores BFG - Steam
Platforms PC, Mac, Android†, iOS†
Localization German, French, Japanese, Spanish, Italian, Dutch, Portuguese
Let's play* YourGibs on YT

†Android and iOS builds are no longer available from BFG's Play / App Stores.

*Let's play videos are playthroughs by players / fans. Neither the developer (Boomzap, my employer at the time) nor the publisher have any affiliation with these streamers / youtubers.

Previous portfolio pages explored what bugs might pop up in this genre. For EC7, where the focus relied heavily on big, attention-grabbing moments, we did more pre-production and planning to lessen revison times.

The design team spent more time working with artists to storyboard a greater volume of cutscenes and interstitials.

Early experiments in merging low-poly models with 2D painted backgrounds yielded a mismatched look between the 3D assets and background.
The artists made the call to paint over frames as necessary. Here's the final idle standing animation. The 3D frames helped the artists by providing a base for any pose which they could paint over quickly.

One of the many design charts for the game. The icons indicate which scenes have a certain type of interaction: jigsaw pieces for puzzles, exclamation points for cinematics, and so on. With this chart, I can easily create asset lists and production requirements.
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