



Game & Level designer (January to April 2019)
Ubisoft Game Lab Competition 2019
Winner of Best Game Design & Best Overall Game
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Seaside Circus is puzzle adventure game that was made in 10 weeks by a team of 8 students for the University contest, Ubisoft Game Lab Competition 2019.
We created a game that could be played single player by a streamer, but also involve the viewers without affecting the core mechanics. The players control 2 groups of clowns. The viewer is one of the clowns and they have 3 powers to help the player survive. The viewer has the ability to swap places with another clown, block a swap and become a ghost to get through hazards. The goal of the viewer is to survive as many checkpoints as possible and eventually get inside the marquee at the end of the level.
Level Design

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First Level: THE BEACH
- Teach the player how to move the two crowds at the same time
- Teach the player he can add/subtract clowns to each crowds
- Teach the player he can use the weight of the clowns on scales to open doors

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Second Level: SWING
- Teach the player how to regroup all the clowns for better mobility
- Force the player to go through hazards (swing, dolphins, etc) to show him he can fall in the water and die
- Force the player to do more than walk in a straight path so they can navigate better

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Third Level: FLIP FLOP
- Teach the player to manage the number of clowns in each crowds to be able to access more areas
- Add the ball pit to the game, a simple and visually fun for the players to travel from one point to another.
- Start mixing up all the mechanics previously learned by the player

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Fourth Level: CAROUSEL
- Introduce three new gameplay elements (propellers, canon and the wheel)
- Really mix all the mechanics/elements together. The player learned everything that he needed to learn
- Create a level that would mix a kid’s playground with hamster toys

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Fifth Level: CANONBALL
- Introduce the moving platforms (not easy to master)
- Create "wow" moments by mixing all the mechanics and elements together to create diversity
- Create a big finale by adding the canon (could become repetitive if it was taught earlier in the game)
Game Design
Mechanics & Features
Swaping mechanic & Scales
Players can add/subtract (RB/LB) clowns to each crowd to meet the minimum amount of clowns required to open each door.
Regroup mechanic
Players can hold RT/LT to regroup all their clowns.
Helps with controlling the groups. Having the two groups perfectly tight all the time makes it better to navigate, and it appears more visually comforting.
Hazards
Players can get hit and pushed in the water by Ducks, Dolphins and Wac-A-Moles.
Propellers
The players will hover if they jump on propellers. Making the "Long jump" visually fun for them.
Ball Pit
A simple and visually fun way for the players to travel from one point to another.
Seesaw
The players need to manage the number of clowns in each group to be able to access some areas.
Travel features
We created visually entertaining features for the players to use to travel like the Moving platforms, the Wheel and the Canon.

Credits
Art & Design
Maria Abou Rizk
Gabriel Blanchard
Dominic Julien
Nicolas Scherer
Programmers
Julien Charbonneau
Francis Dalpé
Olivier Filippelli
Kim Thuyen Ton