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Game Designer






OVERVIEW
Qtie Slap is a casual mobile game where the simple and classic touch screen gestures become lethal martial arts.
The goal is to defend yourself from the incoming animals by identifying their particular resistances, being from armor or natural elements, and then combo-ing them as fast and precise as possible,
Fast paced and super ironic, Qtie Slaps aims to be a very funny and juicy short experience.
An older project made with Playmaker instead of Visual Scripting. This time around I focused myself on the combo system from a Design perspective and on the animations of the player and animals on the Technical side
KEY FEATURES
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Mobile Casual Game
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Simple and Intuitive mechanics
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Lots of Juice
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Fast paced and very ironic and funny
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High Score system
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Solo Designer
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Genre: Casual game
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Platform: Android
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Development time: 1 month
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Engine & Tools used: Unity
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Other: During this project i was mentored by industry professionals.



IN-DEPTH
Solo Project
An academic project that asked us to make a simple yet engaging casual game, focusing and Game Feel and Juicyness.
I came up with a mobile game where simple gestures can turn into powerful martial arts and that can be chained together to give a strong feeling of power and satisfaction: a flow of identifying the enemy weakness and executing the correct move.
As always, I took this as yet another chance to try something else, both in terms of design and technical capabilities, specifically i dedicated quite some time and effort to the combo system and then to implement it by also researching stuff about animation.
Due to the time constraint the game ended up being very satisfying but lacking in a proper wave design to help the player perform more interesting combos, only having implemented a random generation with an increasing spawn rate and speed over time
Features
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A simple yet intuitive combo system:​
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Tap to punch - 2 alternating animations for rapid punching.
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Horizontal swipe to slap - alternating directions to combo this move.
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Downward swipe to perform a "Bud Spencer punch" on the head.
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Upward swipe to do an uppercut kick.
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Many different animals, each one immune to specific attacks:
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Armor pieces.
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Natural features eg. wool.
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Height - some enemies are too short for some attacks.
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Polished feedbacks for any occasion:
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SFXs and animations for effective hits.​
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SFXs for missed hits.
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SFXs and animations for ineffective hits eg. against armor.
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SFXs, VFXs and screen shake when taking damage.
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Absurd and overly-dramatic cinematic sequence upon defeat.
PROJECT DETAILS
ABOUT ME
Junior Game Designer with a passion for the technical side of things and a deep understanding of Visual Scripting tools.
Graduated in Game Design at TheSign Academy in Florence.
PORTFOLIO
SOCIAL NETWORKS
I am looking for a position where i can use my hybrid set of skills while learning an array of new ones.
2024 - ALBERTO SARGENTI
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