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PROJECT OVERVIEW

The team:

  • 3 Level Designers

  • 4 Game Artists

  • 4 Game Programmers

Production time:

  • 8 weeks half time

Engine:

  • TGA 2D

  • Tiled as level editor

My Contribution:

  • Level designed 3 levels, 1  per world of 3 of varying difficulty 

  • Level dressing/art

  • Balancing the player, enemies and bosses

Synopsis:

Travel through the ocean fending off modified fish to reach Atlantis.​

Reflections

Enemy encounter design - Since there are only enemies we can place, the thought behind their placement was our top priority as level designer. Behind every enemy encounter there is a thought. Our enemy encounter design follows a technique called

Ki-Sho-Ten-Ketsu, which consists of an introduction (Ki), development (Sho), Twist (Ten) and conclusion (Ketsu).

We introduce a new enemy type at first by itself (Ki), then a couple more of that type (Sho),  spice things up by mixing in other elements, mechanics or enemies (Ten) and end it with a boss fight (Ketsu). Through this design method we kept the game from feeling stagnant.

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