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Agent Carl: No Time To Diet

(PC)

The Game

City of Pugville. Population: Pugs. Everyone is called Carl. The national investigation agency constantly works to ensure the safety of citizens with its agents in the field around the world. The main threat is the criminal organization C.L.A.W., with its constant attempts to destabilize the world order of pugs

 

Carl is our main character, an MIB agent. His older brother (the perfect agent, Carl) is the Bureau's best field agent. Fast, strong and with a perfectly trained hound instinct, he is respected by all and is a role model for Carl. He recently appears to have mysteriously disappeared, while on a scouting mission around the facility of the Pug Food Factory: Crunch inc

The Concept

Our goal was to create a fun but not overly challenging game, for a mid-core audience whose main focus is entertainment. What we were aiming for was a title with decent longevity and good gameplay, supported by intuitive and precise mechanics with fluid character controls. At the same time, we wanted to narrate a hilarious and engaging story

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I Worked On:

  • Game Concept

  • Level Design

  • Game Mechanichs

  • UX/UI

  • Sound Design

The aspects I worked on the most were the game mechanics and the level design. We thought about the actions that Carl could do in the game before creating the levels, which is why I designed the game sections as "playgrounds" in which the player can use every tool at his disposal to move

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As for the UI, I worked on creating the architectures of the menus and the corresponding flowcharts

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I also worked with a member of my team on the game's SFXs and music

The Problems

What we struggled the most on was combining the platform elements with the stealth ones and how not to make the game too difficult, bearing in mind that the player, given the tools at his disposal, would have had the freedom to approach the sections of the map in multiple ways

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After careful reflections on how not to compromise the core of the game we decided that:

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  • The maps would be divided into sections, the platform sections and the stealth sections, to better orient the player and not create confusing rooms full of elements

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  • The player would have had a chance to escape from the guards in case he was discovered using the Cheese Gun (limited by bullets to not make it abusable)

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  • Graphically and precisely define the range and colors of the light cones of the guards' torches to make everything more understandable and less 'unfair'

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