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Warehouse Madness was created in Unity by a team of seven during the course 'Making Games' at the IT University of Copenhagen.
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Contribution
I filled the role of lead designer which meant defining the general direction of design along with the help of designers, overseeing level design as well as communicating ideas to the team, and working closely with the producer and the lead programmer. As a secondary role, I was also tasked with designing enemy NPCs as well as modelling and animating them.
I contributed to the project with:
• overseeing game and level design as lead designer
• co-ordinating development with tech lead and producer
• delegating tasks to designers
• creating level and game design with designers
• creating and keeping game design documentation up to date
• designing enemy NPCs and warehouse machinery
• modelling and animating enemy NPCs and props
Game and Level Design
Warehouse Madness' core loop is: Pick up item > Throw > Reposition
The player would pick up and throw items to neutralize incoming enemies in a direct or indirect way. Indirect ways are activating pressure plates or toppling shelves which would essentially lead to the aforementioned direct outcome.
To make the player more agile I designed the slide mechanic which can be used as a gap closer, a gap opener, and also as a stunner when used against enemies.
Instead of piling different mechanics, we focused on how to make the mechanics we already have more versatile.
Design document of the sliding mechanic
I designed the levels with the players in mind, first and foremost, to make it easy to understand what they are capable of within the game.
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Design documentation of levels showing mechanics that were required to be implemented for the optimal learning curve
3D Art and Animation