How a camping memory became a game

Bear Necessities

Here is where the idea came from, how the game works, and what we changed after we played it.

Play Bear Necessities

Every game started with something Sabina liked.

We love camping. One night in Tahoe, cars started honking. A bear was trying to get inside them for food. It was exciting, a little scary, and hard to forget.

That memory became Ruby, a hungry bear who sneaks through campgrounds. She finds snacks and stays out of sight. We did not copy the night exactly. We asked what would make it a fun game.

We wrote down what the game needed.

Our first plan was short. It listed the characters, actions, rules, and goal. That gave the coding helper enough information to make a first version.

  • A game seen from above, starring Ruby, a bear with a pink bow.

  • Campgrounds filled with food, tents, coolers, trees, stores, and natural landmarks.

  • Rangers who patrol, see, hear, wonder about noises, and give chase.

  • Hiding spots, fast running, energy, lives, food goals, and helpful clues.

  • A few levels that slowly get harder, drawn with simple shapes.

Each part has a job.

Engineers often call these parts systems. When we name each system, it is easier to understand what it does and fix it when something goes wrong.

01

World

What is in the campground?

There is food, hiding places, things to walk around, and safe paths.

02

Rangers

What does a ranger know?

A ranger walks its path. If it sees Ruby or hears a sound, it may look closer or chase her.

03

Risk

Why not run fast all the time?

Running is fast, but it uses energy and makes noise. A nearby ranger may hear it.

04

Level design

Is the challenge fair?

Food, danger, and hiding spots should make a path Ruby can solve. They should not make a trap with no way out.

We played the game and made it better.

  1. 1

    Build the sneaking game

    Ruby could move, collect food, hide, and escape. Rangers could patrol, notice her, and chase.

  2. 2

    Let the player see

    Tents and cabins fade when Ruby walks behind them. Ruby can hide, but the player can still see the game.

  3. 3

    Grow the world

    We added five places inspired by Yellowstone, including Old Faithful, Lamar Valley, and Yellowstone Lake.

  4. 4

    Fix the whole world

    Bison, wolves, and geysers can distract rangers. We fixed stuck animals and moved food away from unfair danger.

Thinking like an engineer

If a ranger catches Ruby, we ask what caused it. Did the ranger see her? Did it hear her? Was the food too close to danger? Once we know the cause, we know which part of the game to check.

Questions you can ask while you play

  • What should a ranger know? What should it not know?
  • How can the player tell when they are safe, heard, or seen?
  • Can Ruby reach every snack without getting trapped?