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:





Thursday, November 30, 2017

Game Teaser Planning
As the last assignment to close up the semester we are tasked with developing a game teaser for out finished levels. I have been trying to find a balance between showing the gameplay and the environment with its beautiful vistas. However, i found it quite challenging to find the right balance between the two, because my level is action-packed, yet the environment is quite resting and heartwarming. 

With this being said, i am planning to start my teaser with a calm shot of the initial tomb room ( player spawn room), since the room is deem and the focus will be on the torch it will create the mystery and will give that feeling of the tomb. Then, i am thinking about slow transition to a different room, with a game footage to increase the phasing of the teaser, showing the abilities ( power-ups) that player can have. Basically, i want to start with a slow, calm and warm shots and go in to more intense and faster shots, to create the feeling that everything that around the shrine is calm, yet can be destroyed if you won't succeed.

For the script i have to change some of my in game lines, in addition to adding some extra information about the story.


I created some rough story boards to get me started on the teaser.

Monday, November 27, 2017

Dishonored 2 Game play teaser

The reference teaser for my game. I chose this trailer because of it's focus on different actions, which can be related to all the different abilities that a player can use in my level. In addition to the small glance on the environment.