
CARLOS GUTIERREZ | Game Designer
Puzzle Bobble Vacation Odyssey
Role:
Level Designer
Contributions:
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Puzzle Design
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Environment Design
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Progression & Goal Tuning
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Design documentation
Platforms/Rescources:




Trailer
Story Mode
Bub and bob must pop their way through 100 levels in order to save their friends. I owned all levels and puzzle shapes from concept to ship, assisted in progression design and tuning goal values for all levels.
Story Mode Puzzles
Tackling this type of puzzle game in VR presented interesting challenges such as creating complexity in getting to the core of our 3D shapes. Ways I achieved this were through layering, color clustering, and hiding windows of opportunity around the shape. Player were pleasantly surprised whenever they discovered a cluster of orbs after spinning a shape with a previous shot.
Multiplayer & Endless Mode
Face-off against your friends or see how long you can unravel shapes until the void is reached. I designed all puzzle shapes used for these modes. The majority of shapes were meant to be bite-sized challenges similar to those found in story mode.
Bite-Sized Battles
An obstacle that presents itself when making smaller puzzle shapes is less coverage of the core. I adjusted difficulty of these smaller shapes by tuning the amount of color clusters around the core. The hardest shapes won't feature 2 orbs of the same color next to each other while easy shapes may have 2-3 orbs of the same color bunched together ready to create a large window to the core.






















