Hellscape is a first-person platforming game with puzzle elements. The goal is essentially to escape from Hell by traversing up a variety of treacherous mountains and solve environmental puzzles.
Team
4 Designers and 3 Artists
Project Duration
2 Weeks
Game Engine
Unity
Tools
Discord, Unity Collab, and Trello
My Roles
Scrum Master, Environmental Design, Level Design, and Set Dressing
The main focus of this project was to go from concept to execution in a relatively short amount of time. In our case, we chose a concept that revolved around puzzle and racing (twitch skill). The short amount of time meant that we had to use Unity’s built-in tools and reuse a lot of assets from our artists in order to adhere to the eight-day timeframe for the production phase.
Besides being the Scrum Master during the project, it was my primarily my job to design the environments from our whiteboard and artist concepts by using Unity’s Terrain editor. I was also responsible for designing the level in terms of deciding how the player will traverse by jumping on floating rock platforms at both the starting and final sections of the game.
I wanted the player to refrain from standing for too long to make a decision. I also wanted the player to be quite precise and quick when jumping in order to avoid death by falling or by the Sanity system, which also leads to death after a length of time.
It also helped on the graphics side, with platforms that were glowing magma were going to tumble after a while as soon as the player landed on such, and could only seek refuge on platforms that did not have said glowing effects. It was also fun to entice the player to be more observant due to me having occasionally rotated a platform in order to hide the glowing part below.
Overall, I think that this particular aspect of the design really shines through due to our vehement discussions regarding fun in our game and what we ultimately wanted in terms of gameplay.
The lessons that I learned during this project mostly pertain to the player experience and the design challenges therein. Specifically, the ability to refine the Environmental Design was made possible due to our zealous process in which the design was gradually revealed, discarded and implemented to the game. Overall, it was gratifying to work on the project and despite the setback of a lack of time, I strongly feel that this project was the most rewarding experience I’ve had in terms of learning more about Level Design in general.