Blog #10

Hey guys, welcome back. Big Blog #10 up today and lots to cover so strap in! The last couple of weeks have been a LOT of work. In total we made it through multiple 12+ hour days grinding out our train level, finishing RPP, and updating the website to be more professional.


Level Design:

I'm excited to announce that the Train Level is finalized! While there are definitely some flaws, the overall feedback has been incredibly positive. In designing 'Trainwreck', I drew inspiration from Call of Duty levels to create tightly connected spaces that prioritize action and immersion, aiming for a condensed interpretation with my own distinct elements. The level progresses through a series of interconnected train cars, each crafted as a unique combat or traversal zone—from enclosed interiors like the leisure car to open rooftop battles—with spaces varying in scale and function to accommodate gameplay, cinematic events, and narrative progression. Traversal plays a critical role, offering multiple paths in certain areas; for example, players can choose to engage rooftop enemies up close or snipe them from a distance, and later sections incorporate jumping, climbing, and navigating debris to add a sense of danger and intensity. Built with realism in mind using accurate proportions, each space serves a functional purpose—from the kitchen car's dual levels to the dining car's slanted floor over a chasm—reinforcing the narrative of a chaotic, ongoing attack, and the world is further enhanced by scripted elements like blinking hazard lights, debris-filled obstacles, and a cinematic helicopter flyover, bringing the destruction to life. Highly recommend checking out the development page here for more insights!


Rapid Prototype Production:

In my recent project, I designed a mobile game level that captures the essence of a child's toy room, drawing inspiration from Toy Story, Green Army Men, and Clash Royale. The goal was to create a lightweight game with low-polygon assets that still provide high-quality visuals. I started by designing the map layouts and modeling the entire level in Unity 6, using its built-in modeling tools to block out the map and room. This step was crucial for testing gameplay mechanics and ensuring the level flowed well. After the block-out, I replaced the placeholders with carefully selected low-poly assets that are both performance-friendly and visually appealing, aiming to create an immersive experience without overloading mobile devices.

The game features three lanes where players spawn army men in a rock-paper-scissors fashion to attack the enemy base before their own base is destroyed. This required a level design that looks like a child's room while supporting strategic gameplay. The environment needed to be engaging and straightforward to navigate, enhancing the overall player experience. This project allowed me to blend creativity with technical skills, resulting in a fun and dynamic game level. I'm pleased with how it turned out and look forward to sharing more about the development process.


Updates to the Website:

I've just given my website a major overhaul! All the games I've worked on for Rapid Prototype Production and Level Design now have their own dedicated pages. I've added a hero video to the main page and implemented custom CSS that makes images transition from grey to color when you hover over them. Plus, the most recent 10 blog posts are featured at the bottom. Feel free to check it out and let me know what you think!

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