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DungeoNeer Game Pitch

 Here you can find the video recordings of the Game pitches I made in my class during my MA Game Development (Design) course at Kingston University. You can follow up with a full, detailed GDD after watching the pitches here: GDD and prototype gameplay and game assets I made in blender here: Prototype and Assets The Game pitches were an assessed part of the module, the first pitch was not assessed as it was purely for the students to learn how to pitch games to studios and producers in the future. Only the 2nd and final pitch was graded, which was revised both from a game design and its presentation perspective based on feedback from our Professors Dr. Jarek Francik (whom you'll see in the videos) and Hope Caton (was seated behind the camera, but you can hear her) The final pitch was revised following feedback from the first one and the GDD was amended after feedback from the final pitch to include new design ideas and better realization of previous ones. This is the final pitch, ...
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Minefield GDD

Minefield Level Design Showcase

  The videos are Unlisted on YouTube. Can only be accessed via these links.

CGD Blog #7: Conclusion, Feedbacks, Result and Future Design Evolutions

 The Game's core design can be play tested to iron out and imperfections. We need to play the game to have the feel for it, we need to play and experience how the map flows, if the routes make sense, how the presence of enemies and AI changes the feel of the map, if the AI is too fast to detect the players or if it is too dumb and blind, how the AI navigates the map etc etc .. The feedback I got from showcasing the level were very positive especially for Oasis. The forest map was only one that needs significant amount of revision to perfect the flow and feel of the map. I was aware that it was kinda too linear, but my brain fogged up, I literally couldn't think of  any better ways to design it. Some more time in the oven, this one could be just as good as the other two. The final game implemented is far from the one I envisioned. Due to a major setback, we were not able to reach for the stars. I hope the extensive and elaborate levels were enough of a compensation. I wanted to...

CGD Blog #6: Final Map and Unity troubles

 The last map on the list is the Tropical forest map. Upon intensive research about the Quang Tri province,which was the most affected region in Vietnam due to landmines, I learnt about its geography, the rivers and hydro power pants in the province. These real world geographical data paved way for the map's design. It has a large waterfall in the north that is visible form all over the map and acts as a beacon and would help players to orient themselves.The river runs along the map and curves around the fishing village, separating zones 2 and 1. The map also has a lot of trees, foliage and vegetation which is causing a lot of optimization issues in Unity, The game run at a lower FPS and lags significantly. I need to better optimize the vegetation and minimize or even totally eradicate it in regions that are farther away from the player. The map beyond the playable are is going to look empty but this is the only solution.  So now the central regions of the map are densely popu...

CGD #5: Multiplayer maps & Level Design

 The one thing I hold very dear is all of game design is designing levels, but now that I'm exerting myself to the very limits, I'm starting to detest it. Concrete jungle supposed to be the only map to be fully developed and the full game along with all the operators and the AI was supposed to be on it. But due to the lack of implemented features I have to overcompensate and develop the other 2 maps that were initially just concept designs. The dunes of Baghdad map has now evolved into the Oasis, as mid way through the level building the map seemed a bit too empty and barren, I mean after all its a desert. So the core of the design was kept intact but everything on top was rework. Now the map has an Oasis in the middle, a large body of water that splits the town into 2. One side of the town is in ruins after the enemy's army had razed it to the ground with no survivors. While the other side is still intact and hasnt fallen victim to the marching army and its destruction yet...

CGD Blog #3: Operators and their abilities

 As a class based, co-op game the playable characters and their abilities form the basis for the gameplay. So it was essential to get these designed first. The Classes and their abilities are what determine the level design. The Disarmer is equipped with a shovel and a bomb diffusing kit and is responsible for disarming the mine; everyone in the team is there to provide support for the Disarmer so the mines can be defused. Before the mines can be disarmed they need to be located as they can be buried anywhere underground, this is where the Locator class come, they carry the Bomb detector which beeps when it detects the mine. The Disarmer and the locator work together side by side.   The Distractor usually stays away from these two and tries to lure the guards towards him so the first 2 can locate and diffuse the mines. They can distract the enemies by whistling or throwing rocks; whistling will bring the enemy towards the player, while throwing rocks makes the enemy move t...