Torch Your Way
Was a design elective course at Hanze University of Applied Sciences, The Netherlands
The requirement of this course was to design a game with a supported Game Design Document and create a prototype gameplay level for it with a focus on level design.
Tools:
Unity Engine, C#, Blender, Probuilder, Adobe InDesign
Roles:
Everything
Team Size:
Solo
Responsibilities:
Main Tasks
Model Environment Props (Except for the Door, Pickaxe & Torch)
Level Design
Model the cave tunnel level
Scripting: Movement, Collectables, SFX, UI functions
VFX and crystal shaders
UI/UX
Game Design Document
Description
In “Torch Your Way“ you play as a hardworking miner from the dwarven race that was trapped behind a mystical door away from his team. He has no clue where this door leads but has no strength to open it and return back. The player soon learns that his side of the door has three missing crystals that are supposed to be gathered around the cave to open the door. However, he also realises that he is not alone in this cave. A mysterious flesh-eating creature has awakened from its slumber, due to someone being present.
Future Iterations
The Monster
Due to the short development time for this project, I have mainly focused on the level design, modeling props, and functions for level completion. My main goal was to give the “negative” emotions to the player of feeling lost, confined space, lack of vision and thought of an unknown presence. The more the player has immersed in the environment the closer I got to my goal.
Without a question, the main protagonist of the game is a must-have requirement to complete the immersion, which is a number one priority for updates.
Detailed game idea explanation is described thoroughly in the Game Design Document
Development Challenge
Focusing mostly on game development, I had a hard time understanding, why would my game lag, even though I have added only a few environment objects to my level design. There is where I learned about model Wireframes and poly count, which gave me more understanding of game optimization for level design.