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Survivor Painter

My Roles

Project Manager

Lead Designer
Lead Programmer (C#)

Developed in

Unity Engine

Duration
Platform

2 weeks

PC

Release
Student Project

September 2023

Intro

Survivor Painter is a PvP party game; the goal was to design a retro-inspired multiplayer experience that could recapture the simplicity and immediacy of Atari classics while still introducing fresh mechanics for strategy and replayability.

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Key goals:

  • Keep rules simple and easy to learn in seconds.

  • Focus on competitive fun for short party sessions.

  • Use Atari-inspired limitations (tile-based graphics, restricted color palette, minimal input complexity) as a design driver, not a constraint.

Cover.png

Design Approach

Strategic Depth in Simplicity

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  • Movement vs Sabotage: Do I chase territory or slow my rival down?

  • Bucket Economy: Do I go for a nearby bucket, or gamble on cutting across the map?

  • Turret Zones: Do I risk slowdown by passing near turrets, or take the long way around?

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All of these decisions emerge naturally from three simple rules, giving the game both accessibility and surprising depth.

Core Game Loop

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  1. Collect Paint Buckets – Players must grab buckets of their own color to paint.

  2. Paint Tiles – Each tile covered contributes to the score.

  3. Engage in PvP – Paint other players tiles convert them to you.

  4. Arena Control – Bucket scarcity force strategic movement and positioning, and turrets may slow players down.

  5. End Condition – When time runs out, the player with the most painted tiles wins.

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Philosophy: Rules are simple, but mastery comes from pacing, resource control, and tactical decisions.

Pacing & Scarcity
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  • Buckets as Resources: Players cannot paint indefinitely; they must plan routes around bucket spawns.

  • Turrets: Static threats that slow players, acting as territorial obstacles that force route planning.

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These mechanics were designed to create tension without adding complexity — perfect for short party matches.

Iteration and Feedback

The Problem

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During early playtests, we noticed that players often stayed in one position after finding a good bucket spawn or safe zone. This led to less movement and reduced the excitement of the matches.

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The Solution
  • Random Turret Spawning: Introduced turrets that appear unpredictably around the arena.

  • Turrets shoot projectiles that slow players down, making it dangerous to stay in one spot for too long.

  • Bucket spawning on different locations and each player having one specific bucket.

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The Result
  • Matches became more dynamic, with players actively moving across the map.

  • Prevented “camping” strategies and kept the pace lively.

  • Increased both the chaos and fun factor, especially in a party setting.

Skills Applied

  • System Design: Balanced scarcity mechanics (buckets, slowdown, turret zones) to ensure fairness and replayability.

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  • PvP Balancing: Tuned movement, shooting penalties, and match timers to sustain tension across rounds.

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  • Retro Constraints as Design Drivers: Embraced Atari-inspired limitations to guide mechanics and aesthetics.

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  • Party Game Philosophy: Focused on simplicity, fast onboarding, and high replay value (I want to win)​

Outcome

  • Delivered a fast-paced, competitive party game with a clear identity.

  • Showcased how retro constraints can inspire modern mechanics.

  • Created a system where pacing, resource management, and strategy emerged from minimal inputs.

  • Strong candidate for party settings: quick to learn, fun to master, endlessly replayable.

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