December 3, 2012Comments are off for this post.

National Mech League

National Mech League is a 3D Dual Stick Shooter PC Game that my team and I created as our Final Project of the Game Design Program at Vancouver Film School. Myself and two other students had three months to develop the whole game from the Game Concept, Pre Production and Production Phase. NML was developed using Unity Engine, and had the theme of a futuristic Sport Arena where Mechs defeat waves of enemies robots, while attempting to gain attention from sponsors.

In the far future, mankind is finally able to build Mechs. The only logical outcome of such engineering achievement is to use Mechs in a newly created sport: Mech Match! In the NML, Mechs fight waves of enemy robots in arenas around the world, in order to earn sponsorship and please the fans. By collecting sponsors points, the player can exchange these points for new upgrades, increasing their original stats.

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My Roles

  • Level Design
  • Game Design / Game Design Document
  • Environmental Art
  • Set Dressing
  • Lighting
  • Project Management
  • Graphical User Interface
  • Menu Screens Composition / Lighting

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Why Create this Game?

NML provides a theme that possesses mainstream appeal and humor potential as well. As the game focuses in a League representation, introducing a new type of Sport, players will be able to try it in a game with over proved gameplay. The game provides a fun narrative, with an intelligent AI system, in which winning often requires strategy. The goals set forth in creating this game include, but are not limited, to the following:

  • Combine gameplay with a Sport League Theme, allowing players to relate their favorite sports to a new concept, while providing a fun experience;
  • Make the player constantly modify their strategy according to each Mech Weapons.

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Design Notes

  • Created in Unity Engine;
  •  3 month development time by 3 people;
  • 4 Levels;
  • 4 Major Objectives;
  • 10 to 20 minutes of gameplay.

[button link="http://projects.myvfs.com/games/GD25_NationalMechLeague/NML.zip" type="icon" newwindow="yes"] Download National Mech League[/button]

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Major Features

Unique Playable Mech
Player will control The Ocho, the Badass Cowboy. The Mech is the materialization of the pilot's personality and their design is also inspired by it.

In-game Sport Commentators
The in-game experience is commentated in real time by two different commentators, creating a fun and humorous atmosphere that mirrors the feeling of an actual sporting event.

3 Unique Weapons
The Ocho features three different weapons: Shotgun, Revolver and the Gatling gun. Weapons have different effects against enemies, creating different types of combat experience.

5 Unique Enemy Behaviors
There are 3 different enemy classes and 4 different behaviors. Each one of the enemy behaviors has a defined characteristic in order to vary gameplay. The enemies are Red SwarmBot, Blue SwarmBot, WormBot, and BeeBot.

Dodging and Shooting Gameplay Experience
Game places equal emphasis on dodging and shooting enemies and projectiles.

Upgradable Mech according to Sponsor Points
Player needs to complete combo kills to collect Sponsor Points during the game. Sponsor Points can be exchanged for new Mech Golden Armor Upgrade in the Mech Shop. The upgrade will increase Mech Stats and change appearance, but will not provide any new abilities.

3 Unique Power Ups
Player can find Power Ups around the League Arena. Power Ups affects Mech's Stats and Weapon Stats for a pre-determined time interval. Power Ups vary into: Improving Mech Speed, Improving Mech Shield, and Increasing Weapon Damage.

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November 27, 2012Comments are off for this post.

Review: ZombiU

ZombiU

Release Date: November 18, 2012
Developer: Ubisoft Montepellier / Ubisoft Bucharest
Genre: First Person Survival Horror
Plataform: Nintendo WiiU

To play as loads of different people in a very small time interval was never so fun and yet so "frustrating" at the same time. I felt terrible to see my first character dying in the middle of a zombie horde, and losing all the weapons and equipment that I collected in the first few minutes of gameplay. But, even worse was when I started with a new character, Liz, who died right before she was able to recover all the items that I lost some minutes before. And the worst part: against the same zombie! At that time I realised that I should get used to the idea that I would be losing all "those people" during the game and that I should accept it or, If I didn't want to feel so frustrated any more, then perhaps the best idea was to take the game out of my WiiU and focus on New Super Mario Bros U again. So, this review is for you if, like me, didn't give up on playing ZombiU just because of one frustration or, hmmm... maybe 30 others. LOL.

Wii U Game Pad features right in the first minutes!

Talking again about my first minutes of game, the first impression that I had with ZombiU was how immersive this game is. Without revealing any spoilers, the game starts with the first survivor in the middle of a zombie attack, in one of the numerous streets of London. The action starts without giving you any clues, or even a moment to catch your breath. This first minutes work as a tutorial, but they don't pause at all for you to learn it too well -- your only option is to hear the voice that talks with you, and follow his instructions, running away from that attack and hiding yourself in the safest and nearest room available. This "tutorial" ends up being a good option, since the normal human reaction for this situation is always to run away, trying to figure out the controllers by themselves. And yeah! I did it. HA!

The game brings to you the best working example of the WiiU since the launch. A lot of the features are presented right there, showing what the Gamepad is capable of. I would say that if you are a new owner of the Nintendo WiiU, you should start with ZombiU. It's a great choice! 🙂

It's impressive how immersive the game can be having the Gamepad as the main controller. In the game you control a lot of things directly through the Gamepad. Your map is always visible on it and by pressing a radar button you can scan to see if there are zombies nearby. It's scary some moments in which you are in a total darkness and you turn on your radar and can see zombies ominously approaching you. By the way, another very nice feature - which may sound a little bit silly - is the lantern. With one click you can turn it on or off. While on, the battery will decrease, but if you turn it off again it will recover very fast. The strategy is to use it in a intelligent way, because if a zombie sees your light you can be sure that the game will be even harder. They will hunt and try to kill you at any cost.

The Gamepad also offers different features such as the innovative Scanner that you have probably already seen in one of the videos online. The Scanner is used to identify hidden items around the environment, as well giving you a night vision, or even the capability to hack some cameras and systems in London. The player can move with the Gamepad in any direction around itself to actually see the real environment in-game, or you have the option to just rotate using the right analog stick. After scanning objects, they will be fixed in your map forever so it is easy to search for later.

Another exciting moment is that every time that you need to get an item from your inventory the game does not pause. You need to select everything directly in the Gamepad in real-time, being sure to always keep in mind that you could be mauled by a zombie at any time. LOL.

But, surprisingly, one of my favourite Gamepad features are the voices that come directly from the Gamepad. Everything that I hear from my "guide friend" - speaking in English, with his amazing British accent - comes directly from the Gamepad, making me feel like I'm even more inside the game. The quality of the audio is AMAZING! You feel like someone is there, in your "hands", trying to help you. You can only understand this feeling after you finally play it. So, for now, just believe me.

Besides that, ZombiU offers more than 20 different features to show off what the Gamepad is capable of. Between those features, the most common are: the aforementioned Sonar; the Weapon Crafting, that gives the option to upgrade, tweak and customize your weapons and gear to give you a much needed edge over the zombie hordes; the precision sniping, that makes the GamePad transform into a scope that enables the player to zoom in for headshot; the hack door systems; the lock picking, the blacklight, the turret, the mini map, the inventory management, the shooting skills, the personal notebook, the barricade system and others.

The Demon's Souls of Nintendo?

As I said at the beginning of this review, if you are not a hardcore gamer, or if you hate how hard a game like Demon's Souls can be, you should maybe avoid using time playing ZombiU. Maybe I'm over exaggerating and the difficulty is not THAT HARD, but believe me when I say that it is at least comparable. ZombiU offers two different game modes: Normal Mode and Survival Mode, and both modes are pretty hard.

In Normal Mode, every time you die you start as a new character, with only a pistol with 6 bullets and a piece of wood in your inventory. If you want to recover all the items that your last survivor collected, you need to find him on the map in his zombie form. The game registers each one of your survivors during the game, as well as your name, last name, gameplay time and other small information. This way you can keep a track of how many survivors you have played with during your campaign and how long each one survived. That's not a joke when the Game X-Statement is: "How long will you survive?"

For Survival Mode the game is even more insane. If you die, the game is over! Like, really over! At least the player has the chance to choose between two modes inside Survival Mode, the chicken one and the hardest one.

The difficulty of the game is impressive. There are some moments with a slower pace, with some environment exploration and chance to search for some items or small "puzzles", but for the most part the game follows a faster pace and when a battle starts you can expect at least eight more zombies to come to attack you, all at the same time. Some of them possess different characteristics and attacks, creating different types of combat situations with close combat or long range attacks. For example, there is a zombie that spills a powerful vomit that burns the player or a guard zombie that uses a helmet, making his resistance to attacks higher.

Despair in the streets of London

If you have ever been to London this is another aspect that will make amaze you about this game. It is unbelievable how faithful the game is with places of London. It's awesome to see the same places that you've visited before in real life, but this time all destroyed, in flames and populated with hordes of roaming zombies. There are some moments in the game that you will need to visit places such as the Buckingham Palace while you are facing a huge storm. You will also find and read some of the letters written to the Queen. It's AMAZING!

But this is not a huge surprise, since Ubisoft is well known as a company that creates environments very similar to the reality, e.g. Assassins Creed Trilogy. While the game shows a lot of huge and very beautiful environments, it loses some points for repeating little aspects of some of those environment in a way that can make you feel as though you have already been there before. But not to an extent that actually makes you feel too bad about it.

Talking about the feeling of despair, ZombiU does a great job. Mixing a gameplay style that features Survival Horror with a First Person Game, you will feel excited and scared for the majority of the game. A lot of the environments in the game will be in the dark, allowing you to make good use of your lantern in the right moments of the game, as well as creating a better horror atmosphere. The game makes sure to create some specific fright moments that make you jump behind your sofa, or at least almost that. LOL. Maybe one of the reasons to be so scared to die are the controls of the game. And that is what I will be talking about in the next part of the review.

Level Design, Objectives Directions and Controllers

You probably read somewhere online or heard one of your friends saying that the Controls in ZombiU are probably not the best. I mean, after some minutes of gameplay, you can easily learn how to aim better by utilising your weapons or understand the best combat strategy for a situation according to timing. But even so you might hate how at some moments of the game the controls feel like it is playing with you! I can't say very well how I would make the controls differently, since the conceptual idea for the game was to focus on the Gamepad new functionalities, but definitely I can imagine that new First Player games will have the same critics focused on how inefficient it is to play with the Gamepad. But again, nothing that you can't get used after some time. Aside from that, all the other controls seem to work well and the control scheme seems to be easy understandable. You can make your character run by pressing the left analog stick while you move it forward. And this is one of the things that you will be mostly using in the game. Oh, yeah!

As the Level Design and Objective Direction in the game, I can say that ZombiU works very well. At any time, by pressing the button "-" in your gamepad, the missions will be displayed on the gamepad screen at the same time. And all the time, by starting a new mission, a direction mark will show on your map in the gamepad, helping you to not feel so lost during the game. Honestly, I just felt lost for two moments of the game, and mostly because I was more distracted with a fire environment that made me fail to notice that there was actually a path right in front of me! But generally speaking the missions work very smooth, as well as directions, in-game information etc.

Hunting other Online Zombies

ZombiU offers a very simple Online Gameplay Experience. According to the game idea, I believe the online experience is quite good enough actually. The game does not offer an online campaign mode against your friends, or anything like that. Mostly, the way it works is that during your main campaign, if you are playing online, is allowing you to find other players' survivors that have turned into zombies. So, by killing them, you can loot their items and also have their gamertag registered in your gamepad, showing how many other online zombie players you have killed during your campaign. I agree this is not as much as fun as they could have done - for example, if other online players could control their zombie against you, but again, I believe this is to create foster the idea that the game wants us to feel loneliness in the chaotic universe they have created.

Another online function present in the game is the In-Game Online Messages. After around two hours of gameplay you will find a spray paint can that gives you the option to leave messages on the wall by using some default drawings that the gamepad offers. You can see those messages during your campaign by searching with your scanner. You also have the option to like those messages or not, making them have more realistic value if the information is trustful.

The King of Zombies: A "blah!" Multiplayer Experience.

I'm not sure if the reason that I disliked the multiplayer was because I played with my roommate while he was using the WiiRemote + Nunchuck instead of a Wii U Pro Controller, but the game play was pretty hard, and not to mention somewhat annoying. Well, both game modes are nice, actually, but the gameplay experience is frustrating.

Basically ZombiU Multiplayer features two modes: the King of Zombies and the cliche Capture the Flag Level. In the King of Zombies the player with the GamePad needs to use their energy points to summon zombies around the level, trying the best to kill the survivor. All his strategies need to be done directly on the GamePad screen, making each decision a mystery for the other player. The player controlling the WiiRemote (BLAH!) or the Pro Controller needs to survive as long as he can, killing the zombies summoned by the King of Zombies. With time, the King of Zombies can summon new types of zombies, increasing the difficulty.

The second multiplayer mode is the Capture the flag Level, in which the King of Zombies needs to again summon zombies before the other player captures all flags in the level. Both Game Modes offer different types of levels and conditions.

The problem is that the player who is controlling the survivor will face a lot of frustrating moments, since the control layout used on the Wii Remote are a piece of junk! It's super hard to aim and shoot using the Wii Remote. The controls are difficult to memorize and to feel right, considering that the player is in a fast paced situation. But talking about the King of Zombie the experience is quite exciting, offering a new type of gameplay style and a very intelligent one as well.

Again, maybe the problem was the controller that I used. At least I'm hoping for that.

Nintendo Wii U first option game!

Finally, to finish this review, I would say that if you are planning to buy a Nintendo Wii U, or if you already bought one, you should get ZombiU. Of course there are a lot of small issues, as well as some control problems and repetitions, but definitely if you want a great introduction to what the Nintendo Wii U can do in this generation, ZombiU is the best option to show you that.

Nintendo made an excellent choice by releasing the game with the début of their new console. Maybe the game does not have the best graphics ever, but for sure it has a innovate and uniquely immersive gameplay experience, with a reasonable length, very challenging game difficulty and environments with amazing lighting and scary moments.

As a final score, I would need to take 0.5 points from ZombiU because of the confusing Multiplayer Mode that didn't please me, even though it featured a nice concept. But what is a nice concept without good execution?

My Personal Score: 4/5

[button type="icon" icon="paper"]Written by Matheus Pitillo.[/button]

November 25, 2012Comments are off for this post.

Mission Design Document: The Factory

MISSION DESIGN DOCUMENT: THE FACTORY - ACT 02

Act 02 – Overview

In the Act 02 of "The Factory", the level will introduce the Second Base Area (B2) of the Old Robot Factory. The player needs to find a way to turn ON the factory system again - by finding the battery and plugin in the core - to be able to access the elevator to the third base floor. During all his way, the player will need to protect himself against two new Enemy AI, that will be activated right after the energy gets back. One enemy is in patrol mode and the other one hanging around. By restoring the energy and taking the new Time Weapon, the player can cross the laser corridor by delaying the time speed, and finally access the elevator. Accessing the new elevator, the Act 02 ends.

Estimated Difficulty: 7/10
Estimated Gameplay Duration: 5-6 minutes

Objective 01: Find the battery
Here the player begins in one side of the Base Area (B2) and needs to cross all the way to the other side, in search for the battery that will turn everything on. This first objective provides a good example of dark scenarios and dodging experience that the player will feel during the gameplay. To access the room that the battery is, the player will need to go to the top floor and destroy the glass floor, since the bottom floor has all doors closed from outside. The goal is to find the battery.

Difficulty: 6/10
Estimated time to complete: 2 - 3 minutes

Player Progression:

  • Start the mission right after access the B2 Floor;
  • Run and make your way ahead to access the next room. The player will face two different paths:
    - By accessing the ventilation tube, the player can go to the right and avoid the first wave of enemies;
    - By following the normal path, the player will face the first wave of enemies, but can also get a special Sustenance Reward: Armor Vest.
    - If the player loses, the game restarts from the beginning.
  • Make your way to the second floor to be able to access the top room;
  • Destroy the glass by shooting the pillars in the room, and breaking it with the impact;
  • Get the battery and finish the first objective.

Objective 02: Plug-in the battery in the Core

Just after have taking the battery, the player will need to do all his way back to the Core central room. This second objective forces the player to explore the level again by using different paths and analyzing how the level will change after the energy is on. The goal is to plug-in the battery in the Core System. By connecting the battery in the Core, the player will get a Time Weapon.

Difficulty: 4/10
Estimated time to complete: 1 minute

Player Progression:

  • Start the mission right after have taking the battery;
  • Run and make your way ahead by exiting the room through the door which was closed by outside;
  • Follow ahead avoiding the attack of the enemy of type 1 and access the stairs;
  • Plug-in the battery in the Core System achieving a Access Reward with the energy ON;
  • By connecting the battery, the player will get as a Facility Reward a Time Weapon and finish the second objective. 

Objective 03: Access the elevator

With the battery connected in the Core System, all the level will start to turn the energy on. Lights will start to glow and some environment changes will happen. The enemies of type 2 will also turn on, finally attacking the player in patrol mode. The third objective explores how the level is changed after the energy is restored to the factory. The goal is to cross the laser corridor by using the power of the new Time Weapon and accessing the elevator, finishing the Act 02.

Difficulty: 8/10
Estimated time to complete: 2 minutes

Player Progression:

  • Start the mission after have taking the Time Weapon;
  • Face the first wave of new enemies that are awake now: o If the player shoots the enemy he can paralyze it for a determined time;- If the player loses, the game restarts from the last checkpoint.
  • Follow ahead and access the stairs to the bottom floor;
  • Face the new wave of enemies 1 and 2 together;
  • Access the laser corridor;
  • Use the Time Weapon to slow the time and the movement of the laser:- If the player use the Time Weapon he can slow the time and cross the corridor;
    - If the player touches the laser he loses, and the game restarts from the last checkpoint.
  • By accessing the elevator the third objective ends and also the Act 02. 

Enemy Types:

01. Hanging Robot - Far Type

Hanging Robot is one of the oldest robots AI created by humans. Different of most of the other AI, he does not need energy to stay awake. But in consequence, he cannot move around, as he is always hung in the ceiling.

Hanging Robot has standard range behaviour. He is always away from the player. By being hung from the ceiling, he reacts to the physical environment and can be easily manipulated by the player when the player shoots him. But he can't be destroyed. Hanging Robot can only attack the ones who enter inside his radial range. Reward: There is no reward by shooting/killing the Hanging Robot.

02. Patrol Robot - Near Type

Patrol Robot is a recent robot AI created by humans. They need energy to stay awake, since they have very strong weapon damage. Their body are composed by metal pieces and very long legs.

Patrol Robot has patrol behaviour and they move towards the player. By being shoot for a number of times by the player, the Patrol Robot enters in paralyze phase and this is how the player can get advantage and run away. Patrol Robot cannot be destroyed. Reward: There is no reward by shooting/killing the Patrol Robot.

Enemy Groupings:

First Group: 3x Hanging Robot Group Behaviour: Controller

By being positioned and hung in the ceiling, the first group of Hanging Robots will manipulate the player in a way that he will need to choose between the best path to follow, and how to react according to the enemy position.

Second Group: 2x Patrol Robot Group Behaviour: Controller

As well as the first group of enemies, the two Patrol Robots will manipulate the player's strategy and path, by attacking him after they are connected with the Core System.

Third Group: 3x Patrol Robot / 1x Hanging Robot Group Behaviour: Master and Controller

Finally, the last group of enemies will behave in two different ways. The only Hanging Robot of this area of the level will behave as a Master and Controller enemy, since the player will need first to find the best strategy to avoid his attack coming from the up area, being manipulated by them. And second, acting as Master Enemy by improves the damage caused by the other 3 Patrol Robots.

November 9, 2012Comments are off for this post.

National Mech League

Level Overview:

Game Engine: Unity

National Mech League is a 9 - 15 minutes Single Player Campaign Dual Stick Shooter experience that consists of 4 Major Objectives with more than 3 conflicts per goal. The Single Player campaign is the only Game Mode available in National Mech League. The player takes on the role of a new pilot that wants to compete in the new season of the National Mech League. As the player progresses through the Single Player campaign, they must face a series of tests in the first Section of the League Arena, to learn the basic mechanics of the game. After that, the player will navigate their way through the environments of the League Arena – divided into sections – to reach the top central platform and fight against the League Boss.

Single Player Progression:

The player's progression through the Single Player Campaign occurs in 1 level and 4 sections. The League Arena is divided into four different sections. Each section differs by difficulties, enemies, hazards, advertisements, challenges and increasing environmental elevation. The player starts on the first floor and, by advancing and completing the Major Objectives, moves further to access new environmental elevation in their search to reach the top platform.

  • Stages and Single-Player Time Projections

The following chart is a projection of the expected gameplay time for each level of the game and the associate difficulty progression. As the campaign progresses, the difficulty will escalate to challenge the player. There are also three game modes available with progressively more difficult gameplay: chicken, normal and badass mode.

 

  • Single-Player Beat Chart

  • Victory Conditions

The main goal of National Mech League is to reach the Central Top Platform of the League Arena. As victory conditions the player will be ranked and compared with other players according to their results in the end of the game.

  • Environment Hazards

There are four different hazards in the League Arena of NML. All Hazards are there to strengthen and reinforce the concept of the “American Gladiator”, our biggest focus for our Arena Gameplay. The hazards are: Fire Hazard, Sand Hazard, Conveyor Belt and Magneto.

Stages / Areas:

The Paper Layout below contains a complete description of the unique level and 4 sections that the player goes through in NML, the League Arena.

  • League Arena Stage Progression

The League Arena has 4 different sections, divided into 3 different elevations / floors. Each section has its specific Major Objective as listed below:

    • Goals - League Arena:
      • Deactivate the Laser Gate by pressing x5 Power Buttons;
      • Control the position of the bridge by filling correctly the x3 Energy Targets;
      • Turn on the Pizza Box Elevator by placing x3 new slices of Pizza;
      • Press the button to turn on the Survivor Glass Room Door.
  • Progression Flow - Sections A to D

 

Design Notes:

Our biggest challenge with the levels and the game design was the fact that the main game mechanic is the shooting. So, how could we vary the gameplay for each area of the game, considering that all that the player can do is shoot? How could we change up the missions to keep the player interested and invested in the game? In the end the decision to add different hazards for each section, and to relate the whole game with the idea of a Gladiator Arena, helped a lot. The player will always be facing situations in which the whole environment will react against him, while the crowd will scream and celebrate based upon your decisions in game. All missions and designs needed to relate with our theme.

[box type="info"] For a detailed and complete Level Design Document with all Enemy Spawn Points and Level Progression, please request via e-mail.[/box]

Screenshots:

 

 

 

 

 

 

 

 

Game Trailer:

November 9, 2012Comments are off for this post.

Single Player: Sand and Dust

Level Overview:

Game Engine: UDK

Sand and Dust is a 7.5 - 12 minutes vertical slice of a single player experience that includes two machinima scenes, one for the intro and one for the ending of the level. The experience consists of 5 goals with around 2 – 4 conflicts for each goal. The map also includes two paths at one point in the game in which the player is required to make a decision and solve a puzzle element.

Design Notes:
Sand and Dust is a Single-Player Map that features two very different environments, presenting a vast and warm desert and an old Maya Temple, full of nature. As the player walks through the desert, he needs to find a torch to guide him into the dark tunnels, revealing that there is another secret passage to the Maya Temple. During his way, the player will need to solve puzzles, changing obstacles and fighting against enemies, to finally be able to find the Old Relic.

Goals:

  1. Find the Torch Light;
  2.  Traverse the Dark Tunnels;
  3. Activate the water levers;
  4. Solve the Maya Puzzle;
  5. Take the Old Relic.

Screenshots:

   

 

 

 

 

 

 

Video:

November 9, 2012Comments are off for this post.

DeathMatch: Dust Storm

Level Overview:

Game Engine: UDK

Dust Storm is a DeathMatch Level that focuses on prop dressing a level whilst maintaining the level designer perspective. As one of the VFS assignments, the goal with this Level was to take the fundamentals of Environmental Level Design and use it to adhere to the map gameplay that has been set out, as well decorating it with 3D Art Assets of UDK.

Design Notes:
For this project we received a whitebox / template of a DeathMatch Level, and it was required for us to Prop Dress the level from start to finish, according to the principals and guidelines of a DeathMatch Arena, maintaining the core gameplay of it in the map.

Dust Storm was a project to practice the new techniques of Terrain in UDK that we've being studying during the time at VFS. It was a try to create a Desert Terrain and to test the warm weather and strong lighting. My biggest references was the game Uncharted 3: Drake's Deception, trying to capture some of the light aspects of that game.

For this project we were evaluated in the following areas: Visual appeal, Gameplay Integrity, Landmarks, Theme, Continuity, Lighting, History, Contrast, Believability and Level of Detail. The instructors asked us to try to create the most believable background for the level, complementing and developing a story and a good theme.

The main highlight of this level is the large central tower in which the player can get the rocket launcher by traversing into the access points on the side of the tower, or cross through it by using the jump pad at both  ends, and landing on the opposite side. So all the gameplay had to be focused around this main gameplay aspect.

Screenshots:

Video:

November 9, 2012Comments are off for this post.

Capture the Flag: Metro Interitum

Level Overview:

Game Engine: UDK

Metro Interitum is a Capture the flag (CFT) Level with team-based gameplay; each team has a flag and the players attempt to retrieve the opposing team's flag to score. As CTF Levels are not focused solely on the 'killing' aspect, this level features more options for paths and must even follow some important rules to ensure there are enough options to successfully capture the flag. Metro Interitum features a Post-Apocalyptic Subway Station for 24 players, with each base (red and blue) supporting one side of the station and one line of the train. By capturing the other team's flag, the train line is activated and the train an additional hazard to the level.

Design Notes:

This Level was development by Pablo Ros and myself in a team. The name Metro Interitum came from the meaning of the word Interitum in Latin, which means “destruction”. We decided to create a 3-storied environment, with the first floor comprising the external area of the city, with the closed gates and the subway entrance, and the two subsequent floors being the subway station and the access to the train. We decided that the flags needed to be in the second floor of each station, and that from each side, the player should be able to see the other team's flag. For that, we opted to use a lot of glass materials and colours referencing the bases.

Development Rules:

  • Level Identification: identifying the level by identifying the goals of it and how those goals are being achieved;
  • Map Gameplay: designing a map that enhances the core gameplay and promotes the use of complex strategies  by the players, various styles of gameplay and leverage core gameplay. The players can identify that we add all kind of things in the level, requiring that the player sometimes needs to cover, run, jump, crawl etc;
  • Hallways and Choices: One of the most critical rules for CTF Maps, we created at least 3 choices for the player to choose from, and between all of them, the hardest path to follow which contains the most conflict (the top outside area);
  • Rooms: We tried to create rooms that give to the player at least 3 paths leading in and approximately 3 or more ways to get out. But for some specific corridors, we decided to create a hard and one way path, that the player needed to chose if it was a better idea to take a short path, and be able to be attacked, or to get the long path with more options of path;
  • Creative twist: In our level what makes it different was the way that the trains are activated during the game. When captured the flag of the enemy, one of the trails and trains are activated, so the player needs to pay attention even more, to be able to cross the trail before be reached by the train. After took for the first time the enemy flag, the subway station will be always working on;
  • Points of conflict: The players can identify POC in the first outside floor, in which there is the most powerful weapon in the top area of the tree, that is only accessible using the futuristic hand elevator. Another POC area is in the glass bridges, since the player needs to be very strategical to cross it without being trapped;
  • Landmarks: besides the fact that we used lights with colours all the time, to help the player to identify where is his base, we also created two big structures using as Landmarks, with their respective colours, helping them to recognize their location.

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Video:

November 8, 2012Comments are off for this post.

Jack

Level Overview:

Game Engine: Flash

Jack is a 15 - 21 minutes game divided into 3 different Levels featuring different game mechanics. For each of the levels the mission design changed radically to match with different and easy learning mechanics. Jack is part of EBM Compendium VII, in which the theme was "Jack of all Tales". The Compendium VII is about an alternate version of all Jack tales turning into the famous Jack the Ripper. The Flash Game Jack is the game version of this project, focusing specifically on the Jack and Jill fairy tale.

Design Notes:
In a total of 3 Levels, each level of Jack shows a different time of his life, to explain how he ended up turning into Jack the Ripper. The biggest challenge as Level Designer was to create objectives and mechanics that could add value the core story and that could keep the difficulty in a not too high level. For the game controls, I used in-game silhouettes and shadows to show each one of the controls the first time the player is faced with a new situation.

Goals:

  • Level 01:

Estimated Difficulty: 7/10 - Opening
Estimated Gameplay Duration: 4 minutes
Objectives:
1. Run away from Jill, trying to avoid obstacles in a fast paced level.

  • Level 02:

Estimated Difficulty: 7/10 - Mid-Game
Estimated Gameplay Duration: 5-8 minutes
Objectives:
1. Find the apples to recover Jack's energy and keep him alive;
2. Discover the correct path between the options of trees to reach the exit of the Dark Forest.

  • Level 03:

Estimated Difficulty: 8/10 - EndGame
Estimated Gameplay Duration: 6-10 minutes
Objectives:
1. Control Jack's Insanity Bar to keep him sane and alive;
2. Find the three pieces of memories/poems scattered around the city of London;
3. Reach the Main Plaza to follow and kill Jill, without be noticed by the Cops.

[box type="info"] For a detailed and complete Level Design Document with all Enemy Spawn Points, Level Progression and Potential Risks, please request via e-mail.[/box]

Screenshots:

Video:

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