top of page

PROJECT OVERVIEW

The team:

  • 3 Level Designers

  • 5 Game Artists

  • 5 Game Programmers

  • 1 Audio Designer

Production time:

  • 14 weeks half time

Engine:

  • Unity for level editor

  • TGE

My Contribution:

  • Level Designing all levels together with LD colleagues, switching ownership

  • Level dressing/art

  • Player, enemy and boss balancing

  • Built and tweaked NavMesh on most maps

Synopsis:

As you wake up from a feast gone wrong you find yourself overrun by the dead. Still intoxicated you fight your way out of the city and into the core of the mountains to put an end to the horrors.​

PROJECT SHOWREEL

Feel free to scroll through the images to view our process and in-game scenes that I have been a part of.

Reflections

Modular assets - At first our outside cliff assets were supposed to be modular (see first picture), that meant they were going to be very boxy, and the levels would feel the same on the outside levels. By talking with our game artists about the issues these modular assets would bring, I managed to come to an understanding with them and we concepted together some new solutions. Instead of modular walls we went with three unique cliffs that had different shapes which could allow us to rotate them for the game to feel more organic and less blocky (see second picture). By bringing up this issue very early on in the project we had the chance to avoid using a modular kit that would otherwise make our game look less organic and visually appealing.

Level Dressing - Working inside an existing IP called Spite and being given a theme of Norse, we had to adapt our dressing to this specific style. We even had previously made assets at our disposal from previous classes that had the same theme, adjusting and iterating the usage of these assets and our own was key for the game to not feel too generic. We put our own spin on this with a more cosmic theme which can be seen on our boss battle and how the game becomes more spacey the further in you are.

bottom of page