About:
This is the 10-week "Space Shooter Game" project that I was participating in. In this project I created levels and took the graphics designers models and put them inside of the game with their corresponding components. |
Specification
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Credits:
- Level Design - Carl Ahlberg and Christofer Schenström.
- Programming - Felix Malmborg, Marcus Göransson, Christoffer Wardh, Markus Rosensköld, Patrik Görling and Joakim Ekbladh.
- Graphic design - Jonatan Hagström, Benjamin Sjöberg and Anton Sander.
Story:
The suns are setting. Our universe is dying. All too soon. But science whispers of a distant hope: A sanctuary nestled at the center of the crumbling universe. A way to escape and survive the rebirth of the cosmos. Everyone's calling it a white hole. In Secret, preparations have been made to construct "Arkships" to carry the peoples and cultures of mankind. Not all of mankind; the ships could hardly be big enough.
This is the reason for the secrecy. Some, at least, will survive. Some might even consider this calamity an opportunity.
All that remains is to find a way to enter the white hole. But this is impossible - like clawing your way out of a black hole. It goes against the laws of nature itself. But when has this ever stopped mankind before? For whispered wavelengths echo from across the stars, sounding eerily similar to those of the white hole...
A cadre of elite pilots are entrusted with the retrieval of these mysterious sources, and the ultimate fate of humanity. You are one of these seekers. Hypersleep carries you dreamless as outside your ship the universe curls up to die. Humanity fractures as the end of the tunnel comes crashing into view. Factions and sects crowd the stars. The suns are setting.
You must hurry.
The suns are setting. Our universe is dying. All too soon. But science whispers of a distant hope: A sanctuary nestled at the center of the crumbling universe. A way to escape and survive the rebirth of the cosmos. Everyone's calling it a white hole. In Secret, preparations have been made to construct "Arkships" to carry the peoples and cultures of mankind. Not all of mankind; the ships could hardly be big enough.
This is the reason for the secrecy. Some, at least, will survive. Some might even consider this calamity an opportunity.
All that remains is to find a way to enter the white hole. But this is impossible - like clawing your way out of a black hole. It goes against the laws of nature itself. But when has this ever stopped mankind before? For whispered wavelengths echo from across the stars, sounding eerily similar to those of the white hole...
A cadre of elite pilots are entrusted with the retrieval of these mysterious sources, and the ultimate fate of humanity. You are one of these seekers. Hypersleep carries you dreamless as outside your ship the universe curls up to die. Humanity fractures as the end of the tunnel comes crashing into view. Factions and sects crowd the stars. The suns are setting.
You must hurry.
Documentation:
In this project we where two leveldesigners. Due to none of use previously had worked on a space shooter, we firstly had to discuss on how we would plan and build our levels. After we had discussed on what to do we started building our top-downs. After we had created an acceptable amount of top-downs we started building our levels in Unity using placeholders that we had recieved from the artists.
In this project we where two leveldesigners. Due to none of use previously had worked on a space shooter, we firstly had to discuss on how we would plan and build our levels. After we had discussed on what to do we started building our top-downs. After we had created an acceptable amount of top-downs we started building our levels in Unity using placeholders that we had recieved from the artists.
But it didn't take long until we hit an obstacle. The obstacle was that creating a space enviroment with asteroids and space debris floating around. It proved to be quite hard to translate that from a piece of paper into a fun 3D enviroment. So what we did was to change how we approached the top-downs while building our levels. Thus we started to build more freely and only used the top-downs as an source of insperation and a manuscript for the missions.
We had a bunch of different types of missions we could use. One of the missions was that the player had to destroy enough enemies before he/she could proceed. Another mission we had was that the player had to kill a boss while more common enemies keept spawning in. We also had a mission where the player had to pick up objects. |
Another problem that we had encountered was that it was a bit too hard for the player to navigate our level and getting reminded on where he/she was at times. This was due to our maps lacking of focal points. Thus we started building different types of formations and structures with the asteroids and debris. We also got alot of help from the artists who created skyboxes that also included atleast one focal point each. All this really helped to create something that the player would remember.
When the game was finished we were quite happy with the outcome and from there we continued using Unity as our map editor.