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Pillars of Design

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- Heavily customizable car, with equipped crew-based weaponry

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- Individual crew based stat improvement

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- PvP Side-scrolling distance-based combat

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- In-game-date events, and crew age friction mechanic

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- Bracket-based leaderboards, with real-time advancement dates

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Summary

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Rustlands is a post-apocalyptic car arena simulator game for iOS and Android. The player spends their time training up their crew in seven different stats to advance in-game time until their bracket is able to fight in the arena.

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The arena works in real-time with a distance-based combat mechanic where players may only use each crew at specific distances from the enemy, or ram them if they get too close. The distance is limited to where the crew are placed in the car.

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Each car is limited to three crew members. The player may select what type of car they want, what crew they want in the car and where the car decals go (if any) on the car.

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The game works on an energy system similar to other mobile games called fuel, with options to purchase more fuel and customisation options.

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Design and create a wireframe for a game which is could be commercially successful.

 

Use techniques, mechanics and features which will increase the revenue generation whilst interfering with the user experience as little as possible.

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Use retention methods to encourage players to return to the game to make the most of micro-transactions.

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Complete the project within 9 months as my 2nd university dissertation piece that demonstrates understanding of creating a commercially-viable mobile game.

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- Game Designer

- UI Artist

- Programmer

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