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High Concept:

A competitive 4-player First Person Shooter focused on Level Design and UI using minimal game mechanics.

 

Development: 01/2017 - 04/2017

Team Size: Solo

Engine: Unity 3D

The game features minimal mechanics designed to force me to make the game interesting through level layouts. There are 3 levels built from the ground up using the same process; first a floor plan on graph paper, then building it in engine, then iteration through playtesting.

What went right?

Two of the levels required very little iteration to get to a functional state that players had fun with.

What went wrong?

The first level required a lot of iteration, and was left in a flawed state. Throughout its development, I was unable to draw players into the middle of the stage. It should have been abandoned and rebuilt with a more interesting middle area, but instead I stuck with it for too long.

What did I learn?

Feedback is difficult to get on a game with minimal mechanics. Nearly every suggestion from players was "add in more mechanics". On its own, that's not such a problem, but when you have repeat playtesters who start saying "I don't understand why you won't add in X", it gets frustrating.

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