Endless runner
"Run from the police in the dusky streets of a metropolic city in the year 2077"
2 Animators
4 Graphical Artists
2 Level Designers
5 Programmers
6 weeks halftime
Unity
Responsible for Level designing level 1. Level design of level 2 switching ownership.
Propping level 1 and level 2.
Game design
Part of metrics taskforce
This was our very first group project at The Game Assembly. It was also more or less the first time I got to work in Unity.
Me and my fellow Level Designer Oscar Rehnberg had a solid pre-prod where we examined our reference game Subway Surfer in detail, trying to make out how the levels, obstacles, and powerups should be organized.
Some tasks took longer simply because I was new to the engine, and a lot of time was spent propping the thousands of meters that the levels consisted off, where float offset became an issue when trying to align our modules. I also had to create many of my own prefabs.
The project showed me how crucial it is to have a solid plan and solid references, as there were times when changes were made to models and lighting without proper communication, which changed the whole look of the game. It also made me realise how important level designers are in keeping everything organized (at least in TGA, where we also act as game designers and don't have the luxury of project managers). We got a lot of questions from other disciplines about how things should work and what had to be done. It also taught me the need to use project management tools like Taiga more effectively.