Emma-Anne

Gamedata

Genre: 2D jump & run
Recommended Age: 3+
Status: Release: 2015
Developer: Big Bonsai Games

Gameplay

In the 2d jump & run Emma-Anne you control the young maintenance worker. As a remittance work for a big German manufacturer for turbo & diesel, the aim was to provide a fun game delivering information of the the work of the company outside of the factory. We wanted to create a competitive jump and run with a consistent flow, without frustrating moments.

You as a player sprint through the levels and collect engine parts, while at the end of each level is an customer who will get service from Emma-Anne. The engine parts are scattered through the levels because of non violent pirates. They steal the parts from the remitter. But as clumsy as the pirates are, are they losing most of them.

“Was genau die Piraten mit den Teilen vorhaben, weiß keiner so genau. Manche vermuten, dass sie die Teile nutzen, um fremde Motoren zu reparieren. Andere sagen, dass sie die Teile viel zu teuer verkaufen, um sich
teure Haarpflegeprodukte zu kaufen. Sehr abergläubische Menschen meinen, dass sie sich um einen gigantischen 16-Zylinder-Dieselmotor kümmern, der im kalten, hohlen Erdkern für die Rotation der Erde verantwortlich ist.”

“What the pirates are doing with the engine parts, is not rightly known by nobody. Some assume, they use the parts to repair third party motors. Others say, they sell the parts overpriced, so they could buy for themselves expensive hair care products. Very superstitious  persons mean, they take care for a gigantic 16 cylinder diesel engine, which is inside the cold, hollow earths core responsible for the rotation of the earth.” 

My tasks

I was Story Lead and with that I’ve written the story. My teammate corrected my mistakes and advised me what he mean’t didn’t sound good or would be not suitable for the Game Design Document.

I helped with the vision and conception of the game, as when it was not clear what kind of game was suitable for the requirements of the customer.

Later on I was also in the Game Design Team, where I contributed to the level building and controls.

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