Galactic Showdown
Made: January 2017 - February 2017
Tools Used: Unity 5, Visual Studios (C#)
Group Size: 6
My Role: Level Designer/Lead Designer
Game Description:
“Galactic Showdown” is a local 2-player game where players go head-to-head in an arcade style 1v1 space battle. Separated by a barrier down the center, players can’t enter the other player’s side. Contained in their own playable space, players must use their constantly shifting environment to their advantage to conquer their opponent.
Elements such as shields that absorb shots, reflect shots, and moving asteroids that can block lines of sight all enforce a faster-paced gamestyle. Some asteroids contain power-ups, and when shot, the power-up icon appears in the player's area that shot the power-up asteroid, moving around randomly. Players can collect power-ups by moving to it or shooting it. This allows the player's opponent to snag the power-up if he is not fast enough.
More difficult levels offer moving hazards, such as red shields that players must evade. Players who collide with hazards will result in a point deduction from their score. Galactic Showdown revolves around player reflexes and spatial awareness for rapid, arcade-style combat.
My Contribution:
Being placed as a lead designer and a creative director on “Galactic Showdown”, I worked closely with all disciplines from concept stages to final implementations. I created references and own concepts for artists to follow, yet still allowed for artist to implement their own creativeness. I also created several documentations listing assets needed from programmers, artists, and sound designers for successful level design and gameplay. I collaborated with the team and listened to all ideas and feedback, resulting in a passionate team working on hard on a fun project we all contributed heavily to.
I worked with the programmer to create and understand player movement, core mechanics, and overall game behaviors to ensure gameplay concepts were executable through best suitable level designs. I aided in scripting simple level design functions such as shield behavior and their health systems. I aided the sound designer with references that would guide him in creating sound effects that would match the tone of the game, leaving plenty of room for creative freedom once core direction was understood. This included the music and sound effects.
Tools Used: Unity 5, Visual Studios (C#)
Group Size: 6
My Role: Level Designer/Lead Designer
Game Description:
“Galactic Showdown” is a local 2-player game where players go head-to-head in an arcade style 1v1 space battle. Separated by a barrier down the center, players can’t enter the other player’s side. Contained in their own playable space, players must use their constantly shifting environment to their advantage to conquer their opponent.
Elements such as shields that absorb shots, reflect shots, and moving asteroids that can block lines of sight all enforce a faster-paced gamestyle. Some asteroids contain power-ups, and when shot, the power-up icon appears in the player's area that shot the power-up asteroid, moving around randomly. Players can collect power-ups by moving to it or shooting it. This allows the player's opponent to snag the power-up if he is not fast enough.
More difficult levels offer moving hazards, such as red shields that players must evade. Players who collide with hazards will result in a point deduction from their score. Galactic Showdown revolves around player reflexes and spatial awareness for rapid, arcade-style combat.
My Contribution:
Being placed as a lead designer and a creative director on “Galactic Showdown”, I worked closely with all disciplines from concept stages to final implementations. I created references and own concepts for artists to follow, yet still allowed for artist to implement their own creativeness. I also created several documentations listing assets needed from programmers, artists, and sound designers for successful level design and gameplay. I collaborated with the team and listened to all ideas and feedback, resulting in a passionate team working on hard on a fun project we all contributed heavily to.
I worked with the programmer to create and understand player movement, core mechanics, and overall game behaviors to ensure gameplay concepts were executable through best suitable level designs. I aided in scripting simple level design functions such as shield behavior and their health systems. I aided the sound designer with references that would guide him in creating sound effects that would match the tone of the game, leaving plenty of room for creative freedom once core direction was understood. This included the music and sound effects.