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Duration

1 month 1/2

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Team

2 persons

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Type

2.5D Beat them all

Level designer, Game designer, Game Artist, Game programming

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Date

2020

“Aliens are attacking Hawaii! You and your robot friend are the archipelago’s last stand!”

Working conditions

 

Groupe project (1 Game designer + 1 Game programming/Artist/designer)

We designed the game right after 2020’s health crisis and the lockdown, out of school’s context. We used agile and scrum-based methods (the “MVP” version of the game was out after a couple of days).


I wanted to experience the design process of a new kind of game, having the 2.5D constraint. At the very start, we agreed on a duration of a month and ½ to build a solid basis and several levels to test it.


Being the one of us not having too much problem with assets creation, I designed 3D and 2D assets for the game as well as C# programming, as I also wanted to improve my programming skills. We did all the research and the global Game design together and we both created levels related.

Project

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The initial intentions of the game were based on cooperation between 2 players in a game for casual gamers. Regarding our audience, we decided to simplify as much as possible the controls and the actions to allow the players to have a quick hands-on experience (the village “hub” let the players discover and experience the mechanics and the associated control in an easy way).

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Through Level design, we were looking forward a specific saw-tooth rhythm switching between fighting and platforming (acting as a breathing/circulation area). We also added an event system, giving various intermediate objectives (ex: kill 5 enemies, don’t get hit, don’t die, etc.) to the player in defined zones.

Design documents

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In terms of Game design, we created several documents:

- a One Page Document, summarizing and presenting the game

- a Gameloops Document, presenting gameplay loops (goal/challenge/reward)

- a 3C Document, presenting the camera, the character and the controls 

- a Rational Level Design Document, allowing to analyse and balance the diffrent levels

- a Debug Document, allowing to give QA information to programmers 

- a Features List, presenting the game's features

- a Stucture Document, summarizing Game design's structure

- an Intention Document, presenting the initial intentions

Softwares

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Modeling/Animation
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Integration
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C# scripting
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Level design
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Assets design
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Documents design
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Documents design
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Documents design
Trello
Project management
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Versionning
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