Artist Statement Final
Trickshot is a fast-paced, physics-based basketball game that blends movement, precision, and creativity. You control a character who moves freely using arrow keys, looks around with the mouse, and shoots basketballs at hoops scattered throughout the environment. The catch? You can also speed up or slow down time, adding an extra layer of strategy to landing trickshots. As you progress, the game becomes more challenging, leading you to a full basketball court where your skills are put to the ultimate test. I’ve always been fascinated by the art of trickshots—how they combine physics, skill, and a bit of luck—so I wanted to capture that excitement in a game. The development process started with refining the core mechanics: movement, shooting, and time manipulation. Getting the physics to feel right was key, so I spent a lot of time fine-tuning how the ball moves, bounces, and reacts to different shots. Unity’s physics engine helped a lot, but it took trial and error to make everything feel natural. For movement, I wanted smooth and responsive controls that allowed for both exploration and precision aiming, so I integrated mouse look functionality to give players better accuracy. One of the biggest challenges was implementing time control. Adjusting the entire game’s speed dynamically without breaking physics interactions was tricky, but by tweaking Unity’s timescale settings, I got it working smoothly. Level design was another important aspect—I didn’t want players to just shoot at hoops randomly, so I placed them strategically to encourage creative trickshots. Some shots are straightforward, while others require you to use time manipulation or perfect angles. The final basketball court acts as both a playground for free shooting and a satisfying conclusion to the journey. Aesthetically, I kept things simple so the focus stays on the gameplay. I also added sound effects to give players feedback on their shots and movements, making the game feel more immersive. Looking back, Trickshot was a great learning experience in game design, physics simulations, and player engagement. It challenged me to think about how people interact with mechanics and how to balance difficulty while keeping things fun. Moving forward, I’d love to expand on the concept—maybe adding multiplayer trickshot challenges, more complex hoop placements, or new ways to manipulate the environment. But for now, I’m proud of what I’ve created: a game that’s all about experimenting, mastering trickshots, and having fun.