HOMA Game’s First RPG : Dream Weaver | Moving Away from Hypercasual

Creative Game Brand Initiative Challenge : I was tasked to create Homa Games first RPG (Role Player Game) and lead the team to execute project. My responsibilities ranged from creative structure, game narrative development & Web 3 strategic project initiatives |:|

Game : Dreamweaver.

Summary : a fast, exciting, battles based on the power of Human Dreams to Save the corrupted Dreamdom world of EB! Players can assemble your winning lineup of Dreamweavers and use your spells in real-time to outsmart the nightmares in high-speed strategic battles.

Wrote core Story narrative of Dreamweaver and developed a rich and compelling that drives the player's actions and decisions throughout the game. Create well-developed characters, intriguing plot twists, and a vibrant game world that players will want to explore. Conceptualised and lead Game World Design Teams to ensure an immersive game world for players to explore considering factors such as geography, culture, history, and ecology to make the world feel vibrant and alive. Set Narrative Quests and Objectives for the game world with a variety of quests, missions, and objectives for players to complete. Lead Teams to Set Combat System: Develop a robust combat system that is both strategic and engaging. Consider factors such as character abilities, equipment, positioning, and enemy AI behavior. Provide players with a variety of tactical options, such as melee attacks, ranged attacks, spells, and special abilities. Supported all NPCs and Dialogue teams to populate the game world with a diverse cast of non-player characters (NPCs) that players can interact with meaningful dialogue and branching conversations that allow players to make choices and influence the outcome of events helping make NPCs feel like real individuals with their own personalities, motivations, and agendas. Lead Art Teams create visually stunning environments, character designs, and special effects that enhance the overall immersion and atmosphere of the game.

HOMA Valentine : Making a Gaming IP into a Global Legend

Creative IP Gaming Challenge : I given charge to conceptualise and develop the Origins of a 200 million downloaded IP, Valentine that would ensure our global audiences would be reflected in the character, as well as to want to embrace the character as part of their unique Cultural Reflections.

The world would learn: ”No one knows where Valentine was born, (exactly). There are stories, been, but what is know is she was found at a the door step of a very dodgy neighbourhood wrapped inside a roller helmet with a letter (mostly burned) except for a heart shape drawn in red ink, and the words:  “Valentine.” 

The couple that found her, Victoria & Valerie where quite old hip hop dancers. They knew by now knew enough not to question something unexplainably serendipitous and raised as her as their own. When she was turned 15 a box with a pair of white Skyrollers were delivered from the jungles of brightest Peru with a message : “Fly the roads no one can easily find and many of their secrets will unwind. Find those who can roll the sky to help those who speak but can’t be heard.

But they were not the usuals sky rollers. Valentine soon found out they had the power of Integameation (*in the lamest unscientific terms: the ability to Travel through Game-Zones).

CREATIVE STRATEGY

[First Stage] : Fans Only Film Series

Creative Solution : My approach was to create a IP legend through a mystery-reveal beginning with a for Fans Only Storyboard Film Series to bring her origins to life. With a girl-power gender and culturally inclusive Global Positioning of the Valentine IP allowed us to create a 'Magical Adventure Prone Relatable Super-Hero” that would leverage the ability to expand this IP into other connective platforms Connecting Gaming Characters into the mainstream ethos.

This will allow us to begin the steps to INCORPORATE VALENTINE INTO YOUR MOBILE GAMES allowing Valentine to become the first and main character of the Homa Gang, a growing collection of unique characters designed to bring new levels of engagement and retention to mobile games. With a strong backstory, a pleasing personality, and a growing fanbase on an IP they already know and love to stand out with a personal touch in a gaming crowded market.

[Second Stage] : Introduce HOMA World

  • Creative Solution : Once the IP had cuases a buzz in our fan base, we lauched the step to introducce our longterm strategy entering the posibiliy in our audiences of a HOMA Virtual Realisty where all of our IP’s (now and into the future) would begin to take form.

[Third Stage] : Digital A.I. Connection

Finally to begin the last stage we wanted to give audiences a platforms to interact using AI-generated content for video game dialogue. This would create more immersive and engaging experiences for our audiences allowing players to have more control over the story and outcomes of the game. Valentine would feel more like a living, breathing character rather than a static collection of scripted scenes through our digital landscape.

HOMA NFT : A VALENTINE CULTURAL TAKEOVER

Creative NFT Global Launch : One of the key moments in gaming cultre was the NFT launch. We decided to look ast this challenge as a way to help Valentine evolve visually beyond her original game Skyroller.

The Design Challenge : The fact is our Valentine IP came from Hypercasual Games, limiting its design presence due to the platform constraints held within that Gaming Media which became her design (Polygonal) & faceless form.

The Desing Solution : Using the NFT craze as a platform we launched www.homa.xyz to support this stage. Like other successful IP’s the Valentine design needs to evolve to it can become relatable to a wider audience, yet keep its Polygonal presentation as part of the newly presented Narrative,