Cathy Dang

Mario vs. Donkey Kong (2024)

Mario vs. Donkey Kong, released on the Nintendo Switch in 2024, is a remake of the original game that first appeared on the Game Boy Advance.

About:

Platform: Nintendo Switch

Official Webpage:

Responsibilities

  • Created many original levels that appear in "Merry Mini-Land" and "Slippery Summit", the game's two new worlds.
  • Rapidly iterated on existing levels to enhance gameplay mechanics.
  • Strengthened the user experience by creating and maintaining the project's game flow.
  • Collaborated with the UI and localization teams to create the tutorial, plan storyboards, and maintain a consistent game language.
  • Conducted focused user testing to evaluate game difficulty, assess player comprehension of tutorials, and gather feedback on user experience.

While at Nintendo Software Technology, I filled the shoes of two design roles. As a level designer, I created multiple levels that I iterated upon and improved based on the feedback of the other designers. I sought to create interesting puzzles with just the right amount of challenge. While designing the levels, my process was to find interesting interactions that involved mechanics or characters interacting with each other.

As a user experience designer, one of my largest tasks was to create and manage the game flow. This document would be used by every person on the team, from animators to engineers, to keep the project consistent and organized. The game being a remake, I also would help decide which aspects of the original game should be kept and which should be updated to better fit in with the qualities of modern Mario games.

Aside from these roles, I was given multiple opportunities to work on other aspects of the game including working with UI artists to design the tutorial and with the localization team to decide the game’s text and ensure all text in the game is consistent when translated. I was also able to conduct user testing with a select group of players several times to evaluate and gather feedback on my levels and tutorial, seeing how they interact with my creations directly. Some other things I've done include developing storyboards for various game screens, including results, controls, and bonus games, and designing prototypes for tutorial aesthetics and functionality.

As a content designer, these experiences were invaluable to me as I got to help out in many different places during my time at NST. I love wearing multiple different hats in a team and getting to work with so many people in the other departments was not only enjoyable, but educational to me.