This mini project codenamed "Stellar Hearts" is a self-contained mini puzzle game, developed within short time period with the goal of showcasing how different elements of Game Design, Level Design fit in holistic development process.
Role : Sole Developer Developer : George Avdoulos Release : 2024 Platforms: Itch.Io
Development Process
This 3-week mini project was built in Unity entirely from scratch in terms of code, and design, using just the most basic 3d primitives provided by the engine, as its core assets.
During the planning of this challenge i focused on building the fundamentals for the following Game and Level design elements in a holistic manner :
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A "Dollhouse" Camera movement and framing logic, inspired by games like "Little Nightmares" and "Inside"
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A simple Level Design concept that :
1) works together with the dollhouse concept,
2) is self-contained
3) completable within about 15 minutes
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A basic but expandable Puzzle interaction system, where the player can take over various machines and devices, which offer a variety of applications and functions while adhering to the same controls language.
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A modular Player Character controller logic, designed to work with a priority on animation-driven kinesthetics.
During this project I engaged with the following game development and level design aspects:
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Engaged and designed around a comprehensive real-time Combat System that features multiple enemy types with multiple logic states to create a variety of combat scenarios and behaviours.
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Had the oppurtunity to expand and intergrade new gameplay dimentions (like Combat and Stealth) into my otherwise familliar designing for cinematic Camera work within a 2,5D Level.
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Adapted and traslated various game environments and situational or narrative concepts into playable levels, consistent and expressible through gameplay actions and gameplay conventions.
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Created levels and concepts featuring traversal, combat and stealth challenges framed around on both core and progressive character abilities.
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Worked closely with the Lead Designer to help flesh out the level design and dynamic pace of a key feature "dungeon" challenge.
Level Design
Coming in to the project at the specific production phase where many core gameplay systems and design tools were already conceptualized and began to be implemented, provided me with a robust set of oppurtunities to to reach my subsequent threefold goal :
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Create playable versions of a list of level concepts provided by the team, featuring a functioning aspect of :
A) Combat and Stealth design and system setup according to each level's theme and desired pacing
B) Key Interactions (Puzzles, Levers, Cranks, Elevetors, Destructables, or a unique localized logic like the Mining levels)C) Basic Camera Zones and framings for each Sub Area
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Create and Implement various original smaller Level Designs that can serve as either :
A) The connective tissue bewteen the main areas or asB) exploration content that expands on this new Metroidvania spin of the Forgotten Lands.
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Work with the Lead Designer to offload some of the prototyping and design for the game's bigger setpiece levels
Level Design Process :
The Aquaducts Tunnels
Highlights and Lessons
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Revising a previously created gameworld with new design tools and gameplay dimentions, and drilling in its origins.
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Working with multiple new team members and learning from their approach and methods on a subject with otherwise familliar roots.
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Incorporated a plethora of new tool extentions and methodologies into my creative kit.