Game Design Summary
PLATFORM: Windows PC, Mac PC, WebGL
ENGINE: Unity SCRIPT: C# TOOLS USED: ProBuilder, Photoshop, Maya, Final Cut Pro, Trello DURATION: Three Weeks COMPLETION: Jan 22, 2020 TEAM SIZE: 6 ROLES: Level Designer, Scrum Master, Voice Actress, 3D Modeling, Technical Artist, Narrative Designer, Lighting, Texturing |
The year is 1347. It's been many nights since you've last been home, even more since you've last seen your family. Following their disappearance, you searched endlessly for them around the land. With nowhere to go and no leads, you return back to your quarters. Upon entering your home, you realize things are not what they seem.
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My Contribution
- Organized, planned, and delegated work and ensuring tasks were completed in a timely manner.
- Worked with my six team mates to pitch narrative ideas for the game and was in charge of character development and character dialogue.
- Developed a level design floor plan of the level including assisting in where the targets will be located and mapping out lighting
- Created 3D model assets such as the fireplace, loveseat, sofa chairs, fireplace, chandelier, torches, master room bed, coffee table, and entrance table.
- Transferred 3D models into Unity and set dressed the level
- Implemented textures into the levels and applied them onto 3D assets
- Assigned lighting to correct placements in the room such as in the lamps and on the chandelier
- Voice acted in recording booth for wizards wife Vespera Wolfbane
Design Process
Twisted Towers came together when we agreed as a team to take a common trope and add our own spin to it. In our case we decided that the story Twisted Towers would be about a wizard who wants to save his wife. In reality his wife has divorced him and he is breaking and entering the home. From there the narrative and level design unraveled naturally.
I decided to structure the level as a tower to create a unique circular setting that forces the player to move counter clockwise through the home. When the player initially enters the level you can immediately tell that it is pouring outside and that the sky is dark. This was an important detail for the narrative to establish the setting, but also to clue the player in that they are in a high place. There are also no doors to be found on how you got in, this is to hint to the player that you entered through a window to make the player curious on why he would have to do this in his own home. The next initial hint that things are not quite right is that you as a player have the ability to break bottles, which is oddly destructive behavior when this is supposed to be your home.
Working with such a small window of time in a team of six people I made sure I was not just on top of my work, but going above and beyond. During my time focusing on narrative development my team mates were focused on other large aspects of the game. However this meant that other important demands weren't being filled such as lighting and any quick art assets my team discovered they needed. I was always attentive in ensuring that my team had everything they needed and when they needed assistance or someone to help them in their progress I was there to give them a helping hand.
Being a part of the production of Twisted Towers I had the best experience in my game design career. Everyone worked hard and communicated vocally with me on any concerns that rose from the game or within the team setting. I was able to organize every smoothly and keep us on schedule due to me keeping us on track and helping where it was needed.
One of my biggest challenges in creating Twisted Towers was creating the antler chandelier. The best reference art I could get was from the Beauty and The Beast movie making it a bit difficult to interpret all the angles. This was the first art asset I started to make and it took me the longest, but once I figured out how to create the chandelier everything else came more naturally. Twisted Towers was an amazing project to work on and I'm overjoyed and proud with how the game came out.
I decided to structure the level as a tower to create a unique circular setting that forces the player to move counter clockwise through the home. When the player initially enters the level you can immediately tell that it is pouring outside and that the sky is dark. This was an important detail for the narrative to establish the setting, but also to clue the player in that they are in a high place. There are also no doors to be found on how you got in, this is to hint to the player that you entered through a window to make the player curious on why he would have to do this in his own home. The next initial hint that things are not quite right is that you as a player have the ability to break bottles, which is oddly destructive behavior when this is supposed to be your home.
Working with such a small window of time in a team of six people I made sure I was not just on top of my work, but going above and beyond. During my time focusing on narrative development my team mates were focused on other large aspects of the game. However this meant that other important demands weren't being filled such as lighting and any quick art assets my team discovered they needed. I was always attentive in ensuring that my team had everything they needed and when they needed assistance or someone to help them in their progress I was there to give them a helping hand.
Being a part of the production of Twisted Towers I had the best experience in my game design career. Everyone worked hard and communicated vocally with me on any concerns that rose from the game or within the team setting. I was able to organize every smoothly and keep us on schedule due to me keeping us on track and helping where it was needed.
One of my biggest challenges in creating Twisted Towers was creating the antler chandelier. The best reference art I could get was from the Beauty and The Beast movie making it a bit difficult to interpret all the angles. This was the first art asset I started to make and it took me the longest, but once I figured out how to create the chandelier everything else came more naturally. Twisted Towers was an amazing project to work on and I'm overjoyed and proud with how the game came out.
Skills Learned
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Project Goals
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