Fiery Catacombs - 2020

Level design/Gameplay programming

When it came time for the final practical exercise of the Level Design subject, I was in the middle of prototyping an idea I wanted to test in Unity. The assignment was to design a completely original level for a personal project or from scratch in Unity or UE4, so I quickly got the prototype to a playable state and started designing the level..

The basic idea of the level is to serve as a tutorial for the potential game it would be set in. The level introduces the enemies safely to the player, and then ramps up in difficulty until the end. It also features chests with collectible gems, locked doors that need keys to be opened and harmful fire-tiles that deal damage over time while the player is stepping on them. I used assets I bought or found for free, and sprites from the game Boktai for the player character, the enemies and the boss.

Using Unity to develop an isometric game was a pretty fun experience, very different to what I was accustomed to, and this exercise served as a good way to really get used to the engine, since we didn't use it that much on the degree. Programming the boss was really interesting, and I really like how it turned out in the end.