• Responsible for core design including game loops, key systems, monetization strategy • Created GDD, feature specs, wireframes • Balanced all game economies – level progression, currencies, content progression • Designed supplementary functions to extend gameplay as part of update roadmap • Created analytics strategy including all events and parameters to be sent
Key moments in the story unfold via the storybook, using stylized characters and animatics to help add flavor. Players can freely return to the storybook throughout the game to view their story progress thus far. By completing the story arc of the game, players are left with a fully functional story that they can read at any time.
The game is split into five key regions from the original Shrek film. Players unlock these regions as they progress through the main story, granting additional characters to quest with.
Each locale in the game has its own aesthetic, and a completely unique slate of items for players to decorate with.
Buildings are the primary way to earn currency. Players are able to select a building and set the time cycle on the building, granting additional strategy and flexibility for the player.
Players have the ability to go on simple active quests in which they encounter obstacles and must expend stamina (a replenishing energy system), or spend wishes to progress. Reaching the fairy glade at the end results in key treasures for the player.
Each area has a unique mini-game, themed to a key event in that location such as the "Make-Ogre" mini-game found in the swamp, which has the player perform various hygienic tasks on Shrek through simple gestures. As players progress, the pace increases, forcing players to remember the visual tells as to which action is coming up. Endless modes unlock after all game difficulties, allowing players to complete in leaderboards.
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Shrek's Fairytale Kingdom

A Shrek branded city builder that utilizes an adventuring system for game progression in which players follow the storyline of the original Shrek film while exploring and building up key locations and interfacing with their favorite characters

Paul Nunes
Game Designer Toronto, Canada