Scooby-Doo Monster Mayhem

Help Scooby-doo & the gang save crystal cove from monsters escaping the museum.

Scooby Doo: Monster Mayhem is a tower defense free to play mobile browser game where you help Scooby and the gang save townsfolk of Crystal Cove from monsters escaping the museum. I was the main point of contact during its development as game designer at Kuato Studios.

Play on Boomerang

Roles and Responsibilities

Contributions

GDD and MVP Doc

Under the guidance of the design lead, I wrote a comprehensive design document to be used by both internal and external teams throughout development. This was written in a Confluence workspace, making it easier:

Focusing solely on the core experience and features, I wrote a secondary MVP document to highlight the core elements of the game. This was used as a rough guide when proposing solutions to meet production scope throughout the project.

Sound Design

I sourced, edited and mixed sounds to be used in-game, matching the desired style and tone. Given that the game was in development, all sounds were created by imagining how it would play out in-game, using the design document as reference. I also created audio snippets to be used as a guide for how audios for each section of the game should sound like during gameplay.

Mockups

Throughout development, I created mockups and references to communicate the project vision to the internal and external team. Creating mockups also provided a starting point for further team collaborations to improve the product.

Balancing

I balanced in-game items, gameplay difficulty, economy and the game’s meta systems. Given that the game was in development, the first pass at balancing was done by imagining how it would play out in-game, using the design document as reference. Further balancing was done once the game was further in development, changing values via exposed scripts and testing until desired player experience was reached.

Testing

I regularly playtested builds throughout development, providing feedback using the design document, client feedback and desired player experience as reference. I also collaborated with artists, producers, programmers and the design team to provide solutions in line with scope and project goals.



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