Top-down action adventure
Sound ON for the best experience!
"Yet another hero has failed! The princess, sick of waiting, takes up the arms of the fallen hero. Fight your way through the evil necromancer's castle and defeat the captor to reclaim your freedom!"
2 Animators
3 Graphical Artists
3 Level Designers
5 Programmers
2 Sound Designers
8 weeks halftime
Custom engine and Unity
Level designing and decorating level 2 (the cellar)
Member of pipeline, story, dialogue and feature taskforce
A couple 3D models
In the LD team, we went for full ownership of one level each. We used Miro to gather inspiration and sketch out the levels. It worked really well because we could keep track on each other, making sure that we designed experiences that fitted well together.
I reviewed several Zelda games, cherry-picking the rooms I found interesting to use as inspiration in my work. I was responsible for Level 2 - The Cellar which is a "backtrack" level were the player will find necessary keys and then head back into level 1 (the castle).
The group was ambitious yet lighthearted, had good communication and I am very pleased with our effort. I believe what worked so well was that many were willing to adhere to our reference game (The legend of Zelda: A Link to the Past) and that we were not afraid to cut things, and to cut things early.
We had a strong team who understood the pipeline and process. I wasn't hesitant to communicate with others about our scope, aiming to keep the number of features down for a more polished game. I made sure to check in regularly, especially with our graphic artists, and I also advocated for other disciplines to continuously playtest.
A great game made with great people!