OVERVIEW
Create a 5-10 minute level for a very simple game.
The rules are: Enemies (red cylinders) detect and approach the player in order to deal damage.
The player can walk and jump, and fire arrows to damage and kill enemies.
I choose an underground Smuggler's Den as my setting. The theme was "Giant Flore and Fauna", so I included a giant mole.
Create a 5-10 minute level for a very simple game.
The rules are: Enemies (red cylinders) detect and approach the player in order to deal damage.
The player can walk and jump, and fire arrows to damage and kill enemies.
I choose an underground Smuggler's Den as my setting. The theme was "Giant Flore and Fauna", so I included a giant mole.
PROJECT BREAKDOWN
- 3 weeks part-time
- Solo Project
- Unreal Engine 5 (Cube Grid)
The music in the background is the Baldur's Gate 3 OST: I was listening to it while creating and I believe it fits well into the pacing of my level. I do not own or claim any right to it.
- 3 weeks part-time
- Solo Project
- Unreal Engine 5 (Cube Grid)
The music in the background is the Baldur's Gate 3 OST: I was listening to it while creating and I believe it fits well into the pacing of my level. I do not own or claim any right to it.
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The Pitch
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The Pitch
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Kill the Smuggler's Leader situated in the Looming Tower!
Enter the tunnel recently dug by the local Giant Mole, navigate the enemies hold up and make your way to the Tower. On your approach, the Giant Mole re-appears and destroys the Tower, triggering a collapse of the cave, which you must skilfully navigate.
Enter the tunnel recently dug by the local Giant Mole, navigate the enemies hold up and make your way to the Tower. On your approach, the Giant Mole re-appears and destroys the Tower, triggering a collapse of the cave, which you must skilfully navigate.
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Design Techniques
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Design Techniques
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LANDMARKS
THE TOWER is a universal reference point for the player, allowing them to create a mental map and be at ease navigating. The player begins the level with the Tower as their destination, but ends the level trying to escape from it.
THE TOWER is a universal reference point for the player, allowing them to create a mental map and be at ease navigating. The player begins the level with the Tower as their destination, but ends the level trying to escape from it.
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ZONES
Each section of the level has a clear theme in order to aid comprehension of the Narrative Design. This allows for variety and pacing in other aspects than difficulty and gameplay.
The level is set in an underground smuggling hub. It is key that the player understands how the smugglers function by the environment (how goods arrive, where they are processed, where the guards sleep etc.).
Each section of the level has a clear theme in order to aid comprehension of the Narrative Design. This allows for variety and pacing in other aspects than difficulty and gameplay.
The level is set in an underground smuggling hub. It is key that the player understands how the smugglers function by the environment (how goods arrive, where they are processed, where the guards sleep etc.).
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Pacing
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Pacing
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Top-down view of the 3D map
Tension Graph and overall Flow