Break free. Defy your fate.
- Prototype spatial concepts to explore player abilities and core mechanics within controlled environments.
- Shape level spaces from early concept art and narrative intentions, ensuring coherence with gameplay pacing and world-building.
- Integrate gameplay systems organically into the environment to create intuitive challenges, iterating based on internal playtests and design reviews.
- Craft immersive environments and gameplay to make players feel like a pasta navigating a colorful, cartoonish Italian kitchen.
- Design and conceptualize an entire vintage Italian kitchen environment.
- Led playtesting sessions to refine gameplay, identify bugs, and implement fixes.
- Layout design
- Blockout creation & spatial rhythm setup
- Gameplay scripting (enemy behavior, logic events, interactions)
- Playtest coordination & feedback integration
- Level art
- Iterative tuning based on testing & gameplay metrics
For the player to really feel this sensation of being a baked dough, the character has been thought as a 2D ragdoll. As Zito has the ability to lie down and be able to hang objects from the tip of his head, it was necessary to adapt the collision of the body to each frame based on the position of the mouse or joystick.
In addition, to allow Zito’s body to expand, there is a rupture of the joint between the head and the body. This distance has been ramped to a maximum to avoid collision bugs with the environment and too many visual artifacts.
The idea behind this project is that the player embodies a ziti, an anthropomorphic pasta who rebels and seeks freedom. To achieve this, the player navigates through the kitchen, aiming to reach the window and escape.The game challenges player agility as they sneak around, sparks their curiosity to explore, and tests their skills against ennemies.
The absurd and whimsical side of playing as a pasta (Zito) who dreams of freedom, brings a humorous and light-hearted tone. The gameplay becomes even more fun when Zito's abilities are activated : he can stretch and stick to obkects, turning into a living grappling hook. Thanks to his flexible body, the player'll be able to bend and squeeze into the smallest nooks of the kitchen.
Zito can latch onto certain objects using the tip of his head, most notably, a moka pot.
Once attached, this iconic Italian object becomes an extension of his body. It allows the player to break specific elements in the environment to escape blocked situations, and can also be used to hit enemies along the way.
The moka pot acts as both a tool to break specific elements and a weapon to defeat enemies.
In the first level, players are introduced to the core mechanics through a tutorial. They learn to control Zito, a ragdoll-like dough who moves, jumps, and bounces like wet pasta. The level covers basic gameplay, including using the tip of Zito’s head to hit enemies or interact with the environment, for example: creating a bridge to cross a gap.
Players also discover the moka pot, a key mechanic that acts as an extension of Zito’s body. It can be used to break obstacles, hit enemies, or be thrown and retrieved. This level gradually introduces the first enemies and traps, setting the tone for the challenges to come.
The Lasagna Uncle is the first boss Zito faces, and players must defeat him to continue their journey toward freedom.
In the second level, the player continues Zito’s journey toward freedom, overcoming obstacles and enemies along the way.
The level design offers multiple paths, allowing players to choose how they navigate through the environment.
Mama is the mother of Zito, is the last barrier between him and the open window, the final step on his path to freedom.
The Bad, the Bent and the Boiled.
They flap, they charge, they hurt.
Pastably Insane.
The Layered Menace.
Don’t Make Mama Cry.