PROJECT OVERVIEW
The team:
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3 Level Designers
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4 Game Artists
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4 Game Programmers
Production time:
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8 weeks half time
Engine:
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TGA 2D
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Tiled as level editor
My Contribution:
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Level designed 3 levels, 1 per world of 3 of varying difficulty
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Level dressing/art
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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.