Unkindled
This project was a very interesting experience I had in my life. It was made by five people and the purpose was to be the project for a class (Traditional Game Design). This project was the result of a semester working with other fellow students, and for many of us, it was the first time we touched a game engine.
My role in this project was to be a producer and designer. I designed the two levels , I helped create and implement the core mechanics, and I designed the sound for the game. Apart from the in-engine work, I helped organize the team schedule and communication with all the members in this project.
Here is a summary of everything that I did in this project.
Design
This is the main mechanic in the game. The idea of climbing walls like a spider was the idea that generated this game. The challenge was to make this mechanic fun and also, had some sort of condition/challenge to the player while using it in this case the player needs to avoid traps.
This interaction mechanic was a way I found to tell the story of the game and the skills the player has without pulling the player out from the game. This was a very fun and simple solution to the problem we had.
This simple mechanic of leaving the body behind for a certain period of time, to make “Death” more interesting to the player.
A simple and very useful mechanic of having breakable walls to surprise the player in various scenarios. In this case, the player is moving towards sentries that are about to shoot, but fortunately, the ground is unstable and the player fell into the underground part of the facility.
The drill mechanic is another way the player can interact with the breakable walls/ground. Also, it is a useful tool to use as a weapon against sentry enemies.
As the player is underground in an abandoned factory, it made sense to have some dark hallways for the player explore carefully. That is why it was implemented the flashlight mechanic to help the player see through dark areas.
The “fun” in this game is in the wall climbing mechanic. Since the beginning of the project, we as a team talked about how we would create a game around this one mechanic. And for the very first level, I decided to start with the player falling into a lower level to indicate that it was possible to climb back up. The first thing before falling the player sees is the end of the level door (another hint that eventually it was necessary to go back up). As the scenario was an abandoned facility having traps all around and some walls which had a different texture were very important as hints to the player to where to go. These walls symbolized the possibility to climb, and the very first time the player climbs is going down again after reaching a cliff. Again forcing the player to try interacting with it and them showing that skill the robot has without the necessity to have a tutorial or text.
Level 2 was different than level 1. As in level 1, the player learned the mechanics of the game I wanted them to use in different ways for the next level. This level is larger and has more traps than the first level. the player will have to climb walls and change direction way more often than before. I wanted to give something new to them. Where to open the last door it was necessary to destroy all the torrents. It made sense since again the torrents were the defense system of the facility and the door was protected by it. When the player interacted with the main engine it would tell what needed to be done to disable it, but not how to do it.
Here is an example of the main loop the player will experience.
Production
Unkindled was my first 3D game. As a Producer for this game, it was very challenging to have everyone be on the same page with this project. I did not know my teammates before this project started, so it was really important to me to make everyone feel good about it and have their ideas into it. I remembered that was also, the first time I used Trello boards, which I got to learn in a matter of a few hours using it. Scheduling team meetings, taking notes, prepare presentations, and present were part of my “job”. I got to present this game to more than 300 people during the EAE launch (a celebration for student games at the U). At the end of the day, I had to make sure that our Sprints and milestones were being reached on time. I got the opportunity to work closely with the programmers, and the artist, as well as working with the level design.
Here is the link for my video presentation: https://www.youtube.com/watch?v=90VhD2JEmXk