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ANDREA DE LUCA
  • HOME
  • PORTFOLIO
    • PROFESSIONAL PROJECTS
      • RIVER TAILS
      • POCKET PLANET
      • REMOTENESS
    • PERSONAL PROJECTS
      • SNAKY ADVENTURE
      • FOLDING FABLES
      • DRIFT WALKER
      • CHILDREN OF SKARDIM
    • OTHER WORKS
      • GAME AND CORE LOOPS STUDY
      • REDOUT TRACKS DESIGN AND ANALYSIS
      • PLUCK
  • CONTACTS AND CV
ANDREA DE LUCA
  • HOME
  • PORTFOLIO
    • PROFESSIONAL PROJECTS
      • RIVER TAILS
      • POCKET PLANET
      • REMOTENESS
    • PERSONAL PROJECTS
      • SNAKY ADVENTURE
      • FOLDING FABLES
      • DRIFT WALKER
      • CHILDREN OF SKARDIM
    • OTHER WORKS
      • GAME AND CORE LOOPS STUDY
      • REDOUT TRACKS DESIGN AND ANALYSIS
      • PLUCK
  • CONTACTS AND CV
  • More
    • HOME
    • PORTFOLIO
      • PROFESSIONAL PROJECTS
        • RIVER TAILS
        • POCKET PLANET
        • REMOTENESS
      • PERSONAL PROJECTS
        • SNAKY ADVENTURE
        • FOLDING FABLES
        • DRIFT WALKER
        • CHILDREN OF SKARDIM
      • OTHER WORKS
        • GAME AND CORE LOOPS STUDY
        • REDOUT TRACKS DESIGN AND ANALYSIS
        • PLUCK
    • CONTACTS AND CV

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Snaky Adventure is a 3D physics collectathon in which the player controls a snake whose objective is to collect enough rupees to reach the next levels.

The game takes inspiration by Snake Pass, winking at the same time, to early 2000's collectathons.

The player won't be able to perform the simplest tasks, such as jumping, and therefore must find innovative ways to traverse the levels

The game was developed as final project for my 3 years Game Design Course.

Role - Solo Developer

  • Game Design and documentation

  • Level Design

  • Programming

  • 3D Art 

  • UI / UX

Design

During the development, I took care of all the design components, starting from the definition of each game element and the overall structure of the project.

Level Design

Special attention was given to Level Design, as it was the main focus of this project.
I've designed each level, exploiting different routing techniques, using proximity diagrams to help keeping the work organized.

To do that, I've studied old collectathon levels' layouts in order to provide a similiar experience to my references.

Each level present different core concepts, ranging from linear levels, Point of Interest-centered levels, to Multi branched levels.

Game Programming

As a solo Developer, I've managed to create my own code using Unreal Engine's blueprints.

I've created a procedural snake whose mesh is created run time and allows each section to be subject of the laws of Physics.

I've also coded all the gameplay elements, most of them in a fast and reiterative way in order to be able to verify the feasibility of each mechanic before expanding it.

3D Art

I've created a small number of 3D assets in order to provide the game a clean and stylized graphics, which fits well the mood and gameplay I wanted to convey.

I've realized a series of Shaders and VFX to boost specific elements (Water, Outline, Picking Up collectibles) and emphasize the most important elements of the game.

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