Nathanaël DUSSAUD
Level Designer Junior
Monster and The pot
The game
Unreal
Visio
SVN
Premiere
Softwares Used
Genre : Puzzle platform
Developers : 4 Game Designer and 4 Artists
Time to do it : 12 days
Pitch :
The monster and the pot is a puzzle game where the monster needs to defend a pot through different puzzle and platform who can kill the pot
Year of schooling = Third year
General Informations
What I have done
-
Level Design :
-
Made the 2D Layout of the game
-
Made the Level in 3D with the terrain building of Unreal
-
Balance the game/Test the game
-
-
Game Designer :
-
Create the mechanic with the other GD of the team
-
Work on the feedback
-
The Game Design part
The player control the monster who is invincible. His objectif is to reach the end of the level by defending the Pot who have three point of life. And every time the pote lose a Health point, he changed his textures
3 point of life left
2 point of life left
1 point of life left
And in term of feed back every time the pot take a damage from anything, a sound will be trigger and another texture on the pot will appear. And during a few second the pot is invincible.
Take a hit
There are several asset who can damage the pot
Cannon
Drill
Lava show by a dialogue bubble
But hopefully there is a plate to give back the health point to the Pot, the monster just need to put it down on it.
You can avoid the damages to the pot by putting it down and take it back
Put it down
Take it back
Some object in the game are pushable to help the pot to not taking damages
The game work with different workshop, and to make advance the monster, we used a pressure plate (with two kind of plates)
The first one is a plate that the pot or the monster can go on. It will become blue when someone is on it and stay blue if the player succeed the workshop link to it.
The second one is a plate only for the pot, who give access to the other workshop. We create this plate just to avoid the fact that the player could just finish the game without the pot.
Our map
For the map we passed 5 days on the 12, to make it in 2D. We took our time to make it possible by speaking a lot with the artist and the the two programmer.
For the 2D version we worked workshop by workshop. It's practical because if we have to move a workshop or delete them, we can. Thing who happen because we were in charge to only make the different workshop where are the puzzles for the player, so none workshops were directly connect.
And we directly start in 3D the different workshop.
During the construction of workshop in 3D, the game artists and the programmer were working on the different features (cannon, pushable object...). And when they finish a feature, we added them in our workshop to test the level until the GA finished all the assets.
Our workshop
After the project en I create a Level Design Document. In my LDD, I mainly explain how we think about the workshop by explaining them.
For example in this workshop, we though it will be boring if the player has to wait between each cannons. So we decided to put a delay different on each cannons, to create a diagonal line. With this diagonal line the character can pass without waiting.
For this workshop, we uplift the drill to hit mainly the pot and not the monster. The terrain is flat enough to see that the monster can't pass with his pot. So, he will have to put it down and disabled the drills.