Trailer || Nokia Video

Platform: Mobile Phone
Genre: Puzzle, Action, Casual Games
Development Tool: Flash Lite 2.1
Design Document: Click here design doc
My Post-Mortem: Click here post mortem

Chickn' 2go is a Flash Lite mobile phone game consisting of 3 mini puzzle and action games on making fried chicken. It is a wacky, fun and humorus take on the fast food industry.

Chickn' 2go was a 16 week final project completed at VFS. 4 weeks were used for pre-production, while the other 12 were used for development.

We managed to partner with Nokia for our project, where they loaned us two of their Series 60 handsets. From there, we successfully ported our game to the phone, making our team the first ever student group at VFS' Game Design program to have a playable game on a portable device.

 

Visit milkyentertainment.com to watch our presentation and download Chickn 2go on your phone.

 

The Mini-Games

Each member of the Milky team managed to develop their own mini game, demonstrating our Flash and scripting skills learned in our year at VFS.



Mixing Madness

Developed by Michael Chung

Mixing Madness was inspired by the Magic Squares game. The purpose of this game, is to match the ingredients on the screen to the recipe on the left side of the screen.


Frying Frenzy
Developed by Me

In Frying Frenzy, you play as the chicken mascot, Cluckie. The goal is to cook as many fried chickens as possible, by catching the falling ingredients (fire, chicken and oil) in your pan, and dump them into one of the two chicken buckets.

 

The Other Game
Developed by Melanie Genereux

The goal of The Other Game is to prevent the chickens from dying of starvation by feeding them seeds as fast as possible.

 

My role on Chickn 2go

After great feedback on the music and sound effects I composed in Spinball, I was given the role as the Audio Lead for the team. I managed a sound design team of 4 from VFS' Sound Design program, where I made a sounds asset list, detailing on the sounds we needed for the game. I submitted the list to them, and they would make the sound effects and music. Throughout production phase, I scheduled weekly meetings with the sound team, mainly for status updates and progress.

My other role on this project was the Quality Assurance Lead, where I was to ensure that the game was bug free and that the game was a playable and enjoyable value. I wrote and frequently updated the bug testing sheet, recording all the bugs in the game. I recruited all the game testers, who all came in to test the game and gave feedback and pointed out all the bugs found in the game by filling out a bug sheet that I also created.