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Brick Brainiac!

OVERVIEW

 

Brick Brainiac is a multiplayer party game I designed and developed over a two-week span. I wanted to push myself with strong constraints, mainly working in a novel language under stricter content guidelines.

 

Over the two week span I:

  • Conceptualized and designed a core gameplay loop with LEGO brand guidelines in mind.

  • Authored pitch documentation, setting development targets and inspiration.

  • Iterated on core systems.

  • Taught myself Verse and implemented all systems through that language.

  • Leveraged LEGO's unique tools to build and populate the level.

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The LEGO group highlighted my island as one of their three favorites in a showcase of several islands.

Process

Step 1: Planning

 

After researching commonly played islands and brainstorming my initial concept I solidified the game through a pitch document. This provided a constant reference during development.

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Gameplay drives Level Design. Authoring Brick Brainiac's core systems came first. Over time, I expanded on the ideas presented within the pitch documentation.​

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Page 2 of the pitch document detailing initial gameplay elements.

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Page 3 of the pitch providing visual reference.

Afterwards I clarified my intentions and limitations to focus the design.

GOALS:

What I am trying to achieve and why?

  • Emphasize the endless variety inherent to LEGO. 

  • Make an area which highlights a fun gameshow-eseque environment.

  • Leverage Verse to create strongly distinct gameplay. 

  • Keep gameplay accessible to wide/casual audience.

CONSTRAINTS:

What are the non-negotiables for this experience?

  • Island must not break any LEGO content guidelines.

  • LEGO bricks cannot be scaled, and must properly snap to each other.

  • Experience must support multiplayer.​​

Step 2: System Iteration

 

Experimenting with the system revealed a key pain point.

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Originally, each player searched for bricks within an individual environment.

 

However, a unique area for each player was both out of scope and socially isolating.

Original player distribution.

I pivoted, placing all players within the same space. This amplified the chaotic nature of the experience.   

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Additionally, this change allowed for faster production of additional sculptures, increasing gameplay variety.

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Revised player distribution.

Step 3: Blockout

 

Using the pitch document, I created a block-out within UEFN. Ensuring compatibility with the engine's unique LEGO tool was paramount.

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Step 4: Architecture

 

With the block out complete, I worked extensively on creating the overall playspace's structure through LEGO's brick snapping tool.​

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Ceiling and wall meshes built with the Brick editor tool.

I designed key architectural elements with modularity in mind. This approach enabled quicker iteration, consistent spacing, and cohesive theming.

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Step 5: Lighting and Population

Finally, with the overall structure complete, I ​worked on the interior of the space.

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I prioritized strong signifiers where pieces spawn and where the statue appears.

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