top of page
Lucas Lemmond
Game Designer | Level Designer
Bubble Gum Hero

Screenshot

Arm Stretch

Screenshot

Screenshot
1/10
Pitch
Bubble Gum Hero is a third-person hack-and-slash game where you play as a bubblegum hero who stretches his way through a dark candy world to save his family from the Sugar King.
My game can be downloaded HERE
Overview
Bubble Gum Hero is a single player adventure game with 30-45 minutes of gameplay on PC. This game was developed in Unity by myself and 2 other students as our capstone project in order to graduate the Honors Bachelors of Game Design program at Sheridan College.

Bubble Gum Hero is highly influenced by classic adventure games from the early 2000’s such as Conker's Bad Fur Day, Banjo Kazooie, and various Zelda games. Player takes control of Yoka who is a bubblegum humanoid who can stretch his arm through a world of candy. The objective of our game is progress through levels utilizing all player controller mechanics to traverse through platforming puzzles, and also engage in combat with evil candy soldiers sent by the sugar king.
The video above was from our Bubble Gum Hero showcase pitch presentation done at XP Game Development Summit 2021.
XP Summit Page Here
Development
Development of Bubble Gum Hero started October 2020 and the current build was completed April 2021. Going into development our design philosophy was the focus on the ability of show, not tell. My goal was to create a product where the player would be able to understand the world and character through mechanics and actions that can be completed without having the tell the player anything. With this we used 4 gameplay pillars to keep our development on track, Stretchy Gum to amplify the sense of bubblegum in all visuals and mechanics of Yoka, Candy Store to create a world of candy and how would it interact in a flawed society, Player Driven Progression to give as many different ways for the player to find their own sense of progression through levels. Toy In a Playground to create mechanics and controls that are fun to use and many opportunities to play with them.

Candy Island Render

Mesh Wireframe

AI

Candy Island Render
1/5
In this project I wore multiple hats taking on roles such as, Designer, Level Designer, Producer, Programmer, and Sound Designer. As a Designer I was responsible for making all AI and environment interactions with the player. I was also highly involved in designing core mechanics and combat. I was also responsible for defining the core designs and concepts of sound and music. I directed both music artists and a sound designer in creating all sounds and music found in Bubble Gum Hero. I was also responsible for creating the final blockout of the level in Blender.
As Producer I was responsible for all paperwork, documentations, and registration of showcases. My main tasks were keeping the team on track and maintaining a schedule to ensure the product would be completed on time. I was also the main problem solver of the team and responsible for cutting content with solutions to meet all deadlines.
For Technical Work, I was fully responsible for all sound implementation within the game using Wwise. I also often found myself programming most environment interactions with the player such as objectives, puzzles, and destructible objects. I also prototype many concepts such as the stretchy arm mechanic, all modular AI structures for movement and player interactions.

Early Development

Early Development

Early Development

Early Development
1/3
The above images are examples of early gameplay of Bubble Gum Hero done in the first few weeks of development.
Bubble Gum Hero can be downloaded HERE

bottom of page