Thursday, April 26, 2018

Commercial for a level that i made for a battle combat game Shootout. The goal of the commercial was to use a combination of cinematic cameras and gameplay footage to create  an appealing commercial of the game level. The music was chosen using killertracks and voice over were done by me. Also, i had to do the simple logo for my level, which is the last part of the video, it shows the name of the game and level.

Monday, April 16, 2018



Rough plan for the game commercial. I am planning to start with the environment shots so that the player has a better understanding of the setting, and move on to the gameplay footage. I am thinking about dynamic music for the commercial, because i will have a lot of explosion and destruction in the commercial.

Friday, April 13, 2018

As the final assignment for my Programming class i have to do the boss fight for my adventure game that i did earlier. To start with i have to research and analyze the technical aspect of classic adventure game boss battle.

Visual reference of the World of Warcraft characters N'Zoth and Yogg-Saron.




The video that i found on the Youtube that i used to look at some boss mechanic that i am interested in.

Our boss fight will be a few phased boss fight, i am planning to do 3 stages.

The Horsehead boss mechanics where a player has to hit an run is what i want to do for my first stage, i am thinking about an objective where a player has to weaken the demonic creature by destroying it's tentacles, i am going to use the same mechanics as a Spiky block ( when a player comes close enough a tentacle will slash the grounds doing AOE damage in the area), i am also inspired by Illaio's Q ability from League of Legends by Riot Games.
The Barba gameplay  helped to figure our how i want to have a tentacle from the ground mechanics to work.
I liked The thunderbird mechanics where the projectiles are falling on the character in the random patters, i think is it a crucial boss fight mechanics that i should have. However, it should be horizontal not vertical. I am thinking implementing this mechanics when the characters achieves something, for example destroying a tentacle. Also, i am thinking about making a boss invulnerable when the projectiles are cast in the early stages, when the battle progresses more projectiles are spawn and more frequent.

Velkoz from League of Legends by Riot Games as a main reference for projectiles.

Star Guarding Syndra sin from league of Legends by Riot Games.
I like the idea how the character throws little creatures at enemies, and also when the character unleashes the barrage of orbs at the enemy. I want to have the stage of the boss fight where the boss will spawn enemies in the same manner, and also he will spawn orbs and if they are not destroyed by the player in the certain amount of time, they will attack the player, or if the number of spheres will get to 5 for example, the boss will launch the projectiles.

I am also thinking about implementing shield/health pick ups for the boss battle, in a way that when the boss used an ability or after he uses an ability that is beneficial for the player.

For one of my stages of the boss fight the player will be forced to enter the shadow realm ( one of the game mechanics that i have in my adventure game), where he will have to fight enemies and when the mission accomplished, the player can leave the shadow realm and continue fighting the boss.


Wednesday, April 11, 2018


Game play of the final version of my level for the Combat Vehicle game. This project was fun, but it had a lot of challenges that wasn't easy to overcome.
The USP of my level is the Dam that can be destroyed, which leads to water rise that opens a route to the island from where the bomb can be launched, with every launch more bombs are spawned.

Screenshots of the environment:




Monday, March 19, 2018



How will the level change over time?

The pressure plate in the middle of the map will cause one of the four events to trigger, which will force place to react fast in order to survive.

I haven't decide on the final ideas, but there is a list:
- water rising that will do damage over time, players can escape it staying on the high grounds.
-heatwave that will do damage to everyone who isn't inside.
-spawn mines on the map
-airdrop mines
- the gas wall that shrinks over time
-day becoming night, lowering the visibility
- gas inside, 2 pressure plates




Visual Style:
Sci-fi inside and jungle for the outside.




Rough map idea:


Rough ideas for pick ups and some obstacles:
The rough three stages of damaging smoke:

 The rough three stages of water rising:

Visual reference for how jungle will coexist with the sci-fi architecture.
Image result for jungle bunker

Friday, March 16, 2018


As a part of my programing class tutorial, i learn three different ways of how to do a projectile for a weapon, line trace, projectile and physical object. I learnt that the line trace is the easiest way to do a projectile and it is used for fast moving projectiles that follow a steady path, such as machine gun or energy beams, lasers and etc. The projectile movement is good for projectiles that can change their direction but you don't want to depend it on physics or for homing projectiles.Where as physical object is good for something like a grenade or any other projectiles that can bounce of the surface.

As my initial idea i wanted to use simulate physics for a grenade, so that i can have the grenades bouncing off the surfaces or splitting in more projectiles as it hits a surface.

However,  i decided to change it to a homing projectile using stuff that i learnt from the tutorial, however the obstacle was that the tutorial only showed how to home on a single target ( set before the game starts), which makes it impossible to change within the game. In order to overcome that obstacle i decided to use the line trace to set a target for a projectile to hit, and after a small delay the projectile with home onto a target using a projectile moving. As a result I combined two ways of making a projectile for a weapon and created a system weapon for my gun.
















Particle ideas for my weapon:

Thursday, March 1, 2018

Adventure Game that i made as the assignment for my Game Design and Programming class. The main goal was to get familiar with the fundamentals of top-down level design and build up the knowledge about the game production pipeline. It was really fun assignment and i really liked working on it. However, i had to remove a lot of stuff just because if would make the level way too big and make it really hard to complete with in the 4 minutes of play time.



Monday, February 5, 2018

Adventure Game
Story: You are one of the moon spirits that are trained to become huntress in the Never Garden Palace.  While you are on the quest to hunt down pray the meteor strikes the palace, killing everyone but you and as you found out later, your teacher. You know that it wasn't just a coincidence, because the meteor also brought monster and dark spirits. The entrance to the palace will be blocked my inscriptions and in order to get through them a player has to explore the dungeon where the meteor fell. When the artifact will be found the player can enter spirit world, and it will help solve the incoming puzzles.

Location: Snowy rocky terrain.
Time of the day: Dusk/ nightfall. For dungeons and caves it will be night, most light will be come from plants and rune marks on the ground/walls/stones and god rays.

Style: Ancient architecture, ruins.

I want to have cold atmosphere, therefore there will be a lot of blues and cyan. 
Objectives and exploration areas where a player won't experience any threat will be yellow/orange/greenish in order to have a warm feeling and peaceful atmosphere, which will also be a contrast to cold and dark areas. The torches/lanterns will show the objectives.

Color Palette

Reference images for mood/ atmosphere:





Character design:



































Weapon Designs:


Rough Enemy designs:
Rough Level layout:
A player will start in a forest, where enemies are weak but frequent. 
The first objective will be to get back to the palace, but since the entrance will be blocked, a player has to explore the cave, where he can find the artifact that will assist on his journey and allowing to enter the palace. Where a lot of puzzles and stronger enemies are awaiting. Completing all puzzles will allow the player to find the room with the boss, where a player can prove their skill. 












Friday, February 2, 2018


This is the slime spiky block that i made for my programming class. i had to animate and program the falling and the smash of my slimy block. In addition to making one block, i made another one (red), which has to be baited out, because it falls faster and smaller.  I also used those spiky blocks in my sidescroll game.


Monday, January 29, 2018


The tutorial level for a a platformer game. This level is basically a start introduction to the core mechanics of the game and teaches a player how to get through different obstacles. The level start with really basic obstacles, such as a basic jump, spikes and disappearing platforms and as a player progresses through the level the difficulty of the obstacle increases. The level is set in a cave, which is inhabited by slime creatures, which are also 2 types of obstacles that will smash the player if stays near them.

Thursday, January 18, 2018



This is my level design, for the game that i will be making in my Game Design. It has interacting mechanists, moving and falling platforms, pendulums spikes and obstacles that shoot projectiles. The level should take 3 minutes long for inexperienced players to complete.


Wednesday, January 10, 2018

Video game tutorial exploration

Before starting thinking about my level for a 2D platformer, i had to look at good tutorial level in a 2D sidescroller Platforming game.
I choose Electronic Super Joy because it has really good phasing, it gives enough instruction of the controls, however it is up to the player to figure out the best ways to utilize them. It is also nice that this level has more than one obstacle and the difficulty will increase as a tutorial level will progress, it starts with basic short jump and go into wider jumps in addition to smashing enemies.
Also, this level has a really story integration, where other characters will tell you what is happening and how do to things.

This is the basic level layout that i made for Electronic Super Joy:


Screenshots: