Shadow Construct - Stealth Level Design
I've decided to change tack on my hero piece and start a fresh piece of work. It will be more in line with my professional goals and have chosen to create a stealth level design.
This will fit nicely with current roles being advertised. An example of which can be found posted by local studio, Anti-Matter Games: Speculative Vacancy
Anti-Matter Games is currently in production with two games: '83 - a cold war themed mass combat shooter and an unannounced project.
I've not made a stealth game and so am looking forward to reviewing and implementing the mechanics specific to this genre of game.
Anti-Matter uses Unreal Engine, but I have decided to use Unity for this project as I find it easier and faster to prototype with. With this in mind, it's helpful to draw up a plan on how I will put together a suitable folio piece.
This will fit nicely with current roles being advertised. An example of which can be found posted by local studio, Anti-Matter Games: Speculative Vacancy
Anti-Matter Games is currently in production with two games: '83 - a cold war themed mass combat shooter and an unannounced project.
I've not made a stealth game and so am looking forward to reviewing and implementing the mechanics specific to this genre of game.
Anti-Matter uses Unreal Engine, but I have decided to use Unity for this project as I find it easier and faster to prototype with. With this in mind, it's helpful to draw up a plan on how I will put together a suitable folio piece.
- micro gdd
- asset list
- research level design for stealth
- level blockout
- core systems, including UI/splash screen
- core features list
- implement
- take a pass at art dressing and lighting
- q&a the piece
- add rudimentary sound if possible
- add any non-core features I might have time for at the end
I will also write a blog piece critically reflecting on my work after each of these stages. The results of this project will be found on my website, www.rossfifield.com, as well being as an academic submission.
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