JUN 2023
Picnic Peril
Developed by a team of 6 over 5 months, Picnic Peril originated from a tabletop game concept by the director and evolved into a dynamic, PC-based experience under my direction as lead game designer. We aimed to create a game that balances lighthearted gameplay with strategic depth, capturing players’ attention with tactical decision-making and replayable challenges. As the lead game designer, I devised core mechanics such as ingredient collection, food crafting, and progressive scoring to bring depth and encourage emergent play. I also coordinated with team members to refine designs, conducted regular playtesting, and iterated on feedback to elevate the overall player experience.
Platform & Tools
Windows/macOS
Unity
Team Size
6
Duration
5 months
Release
My Responsibilities
Lead Game Designer:
Game mechanics design
Levels/Puzzles design
Progression design
Paper prototying
Playtesting
Design documents
Game Overview
In Picnic Peril, players draw ingredients to craft food, each with unique abilities, which they place strategically on a grid to score points while defending against ants that spread and threaten their resources. Foods placed on scoring cells, known as tent cells, convert into points if preserved until the end of the round, while other cells act as defensive strongholds against invading ants.
Players face increasing challenges, like multiple scoring tents and various food abilities, which unlock new strategies and pathways for emergent gameplay. With escalating difficulty, each level demands a balance between scoring and defense, rewarding players with up to three stars based on their final score.