Scribblenauts: Remix

Mobile

Available for iOS and Android

Award Winning

“Editors’ Choice Award” – IGN.com
“A work of utter genius.” – Touch Arcade
“A brilliant game.” – Wired.com

Educational and Fun

Use your imagination and vocabulary to solve hundreds of puzzles

WEEKS FROM START TO COMPLETION
AVERAGE DEVELOPMENT HOURS PER WEEK
DEVELOPER

Our Contributions

I was approached by Iron Galaxy to create 20 levels for the popular game Scribblenauts: Remix.  The deadlines were tight, with 4 weeks to learn the largely undocumented proprietary editor, build and program 20 levels, then send them to Warner Bros for feedback / testing and fix any issues.  I hadn't much time for dilly-dallying.  To make it happen, I created a plan that involved only making a few of the easier looking levels the first week while I learned the tools.  Then I ramped up development to the point where I had to build multiple levels per day to meet the quota.  One level would be building and deploying to a device, while another was in level design, and yet another needed to be scripted.  Context switching so frequently meant I needed to standardize a system to help me keep track of what I was working on (editor's note: I don't recommend context switching so frequently, but I needed to be iterating on multiple things at a time to get the job done).  I used a whiteboard to keep track of the immediate tasks on my plate.  There was always a new problem to solve and a new thing to check off my whiteboard.

At the end of the month, I had accomplished the task, with some time on my contract left over.  I was able to use that time to write 40 pages of documentation for the editor so the next person didn't have to go in as blindly as I did, plus I got to work on a couple other things Iron Galaxy was working on at the time.  Overall, it was very challenging and also very fun.

To begin writing a story just like this one for your own project!

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