Maximilian Wild
Game Design | Level Design
Game Design | Level Design
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Engine: Godot Genre: Metroidvania Dev. Time: 10 Weeks Team Size: 6 |
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Power of Goo is a 2D Pixel Art Platformer / Metroidvania in which the player progresses through various levels, facing different obstacles, be it environmental or a hazardous enemy. The player will obtain new abilities throughout the playthrough which they will need to access new areas.
The vision behind Power of Goo was to create a classic hero's journey set in a standard fantasy world.
I wanted to present it as a fairy tale in which the roles of humans and slimes are swapped. The idea behind it was to evoke a nostalgic feeling for the player, while showing that even the supposedly weakest in a fantasy world may be the strongest in the end.
To enhance the feeling of being an underdog, the appearance of Goo is kept generic and simple. As the rest of the world and characters are striking, it allows the player to better identify with Goo.
The attack in Power of Goo is a "Double-Stike-Combat", as a refrence I used Bubble Bobbles "Attack-System".
Containing Slime-Spit, which stuns enemies and Slime-Punch to defeat them afterwards.
To regain helth the player gathers Cranberries from enemies, which they can use to heal up.
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Engine: Unity Genre: Endless Runner Dev. Time: 10 Weeks Team Size: 9 |
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In this steampunk themed endless runner, you explore a long forgotten mine and pierce your way deeper through the tunnels with a gigantic drill machine. Explore a long forgotten mine and pierce your way deeper through the tunnels with a gigantic drill.
Gather resources, craft upgrades and keep your drill running before you get buried. Oh, say howdy to old George Crocker if you meet him!
Drill Y-42 uses a Level-Generation-System, which sticks handcrafted level segments together and creates new caves formations each generation.
It started with researching for the atmospheric feel and look of our level, for which I mainly took deep rock galactic and videos of cave explorer as refrence material. Afterwards I created a moodboard to visualize my level vision.
In advance of creating a Level Desgin for a Generation System, I researched tips and tricks, but also mistakes and best practices.
After clarifying the level and game vision, I created a level map and blockout for a potential level segment. This helped to further visualize the level vision and served as a templet for our Generation System. During my design process I worked closely with one of our engineer, which exclusivly worked on the Generation System. This made an efficient and secure workflow possible and allowed me to create design rules and parameter for the generation system more easily.
As for the in engine part, I was responsible to create the level segments and include them into the Generation System. To create these segement, I used Probuilds an Unity intern blockout tool. I dressed each segment with our asset, placed and polished light and include them also in our Generation System, so each tunnel differs. To prevent errors and adjust the generation parameter, I playtested our game regularly and reported issues or suggestions.
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Engine: Unreal Engine Genre: Cozy Game Dev. Time: 10 Weeks Team Size: 10 |
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Step into Akai’s world of calm exploration, discovering a cozy gaming adventure!
Cozy Tales is more than just a game!
It's a comforting escape into a serene and charming world. Here, players are invited to immerse themselves in a peaceful adventure, turning maps into stories and guiding future adventurers.
To optimize and fasten the level creation, I create a PCG*-Graph.
Through this PCG*-Graph I was able to spawn a forest full of trees, rocks, bushes, and flowers. Through parameter in it I was being able to change density, rotation, height and generation rate of the objects.
I also included the possibility to cut into the graph, which gave me the possibility to easily create streets, trails, glades, rivers and lakes, without other object colliding.
I started researching for potential map refrences, how villages were structured in medival time or are structured in fantasy and possible Point of Interests. I created at the same time a map overview.
To create the location for the “Heresy” quest, I gathered all the given information from it’s document, talked to the designer about suggestions and unawnserd questions.
Then I researched refrences for the location and wrote down a small story, in which I kept our core mechanic in mind. Afterwards I created the location in engine and dressed it interrior and surrounding to make it look unique
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This is superscript text and this is subscript text.
This is underlined and this is code: for (;;) { ... }
. Finally, this is a link.
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i = 0;
while (!deck.isInOrder()) {
print 'Iteration ' + i;
deck.shuffle();
i++;
}
print 'It took ' + i + ' iterations to sort the deck.';
Name | Description | Price |
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Item One | Ante turpis integer aliquet porttitor. | 29.99 |
Item Two | Vis ac commodo adipiscing arcu aliquet. | 19.99 |
Item Three | Morbi faucibus arcu accumsan lorem. | 29.99 |
Item Four | Vitae integer tempus condimentum. | 19.99 |
Item Five | Ante turpis integer aliquet porttitor. | 29.99 |
100.00 |
Name | Description | Price |
---|---|---|
Item One | Ante turpis integer aliquet porttitor. | 29.99 |
Item Two | Vis ac commodo adipiscing arcu aliquet. | 19.99 |
Item Three | Morbi faucibus arcu accumsan lorem. | 29.99 |
Item Four | Vitae integer tempus condimentum. | 19.99 |
Item Five | Ante turpis integer aliquet porttitor. | 29.99 |
100.00 |