Visit our Itch.io and try the game for yourself https://teambugfix.itch.io/untitled-ant-game
Ant Game: Title Pending is a 2.5D puzzle, platform adventure game about an ant who has been separated from its colony. By exploring this new alien world outside the ant farm, you'll find many unique friends, obstacles and enemies.
Role: Level/Puzzle designer, Effects and Lighting
Studio: Team Bugfix
Development Time: 8 Months
Engine: Unity
Personal Contributions:
At the start of the project, I created a basic level design to experiment with puzzles and triggers. Here I could see exactly what worked and how the fixed cameras may look in the final product. However, after this scene the team ran into complications on the art side, meaning many of the environments were left with basic Probuilder models, and we could not achieve the realism goal we were going for. On the other hand, this allowed me to adapt very quickly and gain more of an understanding to everything Probuilder has to offer. I helped build many of the levels in Ant Game, using Unity's modelling tools as well as the terrain and foliage tools.
In this project I developed on my previous understanding of Unity's particle effects, and how they can be used as a gameplay element, or to improve a scene's atmosphere. I created intricate particle effects from flowing water, to fireflies and objective effects. In terms of puzzle design, I mostly focused on physics based puzzles, due to the mechanics of our game consisting of throwing and climbing.
Level design: Creating levels for Ant Game involved three core aspects. The first is the level navigation itself, how does the player traverse the terrain and what exactly will the environment be. Secondly, what obstacles will be in the way, relating to the puzzles and climbing scenes that the player will eventually run into. Lastly, we had to look into the hazards the player will face, from the complex spider fight to a simple hose pipe being left on. All of these tie in together to form an engaging and fun level that will require the player to think about the way they play.
It was a challenge to implement intriguing level segments with the limited mechanics given to the player, while keeping each new puzzle fresh and non-repetitive. Alongside this, designers had to communicate efficiently to ensure that each level uses similar design aspects so that the player is always familiar with what is on the screen. This was the main issue and cause of confusion with the boss level, as the player is suddenly thrown into a completely new situation with a new destruction mechanic involved.
Design Philosophy: The Garden Level
This level, although limited to just two axis of direction, is in full contrast to the bin level that takes place previously. This diversity comes from the sudden change in environment, from the fixed cameras of the confined bin, to the camera following the player in the vast outside garden. Putting myself into the players perspective, I would expect them to feel much more curious in the open environment than when they are inside the bin, so I wanted this level to feel more explorative instead of mechanic heavy to ease the player into the game.
The garden level uses a physics based puzzle to lower a bridge, allowing the player to safely cross over the rapid water below. To hit the web that is holding the bridge, the player must throw a berry, found in and around the cans, from the top of the cans to reach the web. During playtesting, many of the players would pick up a berry and walk past the platforms to scale the cans, however once they see how high up the web is they always come to a satisfying realisation of how the puzzle works due to the previous information that was given to them.
The next section of the level takes place on a garden table, where it appears there has been a party of sorts. The player must navigate the table without falling off, climbing through broken cups and teetering on bridges of cutlery. Once on the table, the camera slightly angles downwards so that the player can see exactly what's around them, as during playtesting it was hard to view over the cluster of objects on the table.
The camera is tilted around 20°, showing off the optimal route.
Reflection:
I worked incredibly hard in this project to produce an amazingly charismatic project. Luckily before this project, I had a lot of experience in filling in assets due to lack of art as well as experimenting with particle effects in Unity. It also gave me the opportunity to learn Unity's lighting system, giving me a further understanding of how the engine operates, and assisting me in later projects. I was uneasy about the project being 2.5D, but I ended up being really comfortable creating levels in this dimension, taking advantage of camera and object placement. I have impressed myself with how confident i have become in engine after this project, which pushed me to work in more unfamiliar engines later on. What I could have done better in this project is communication. Although I communicate my work well, I need to be able to voice my ideas more and be more confident around my team. In my recent team projects, I have worked hard to improve on this, by regularly engaging in problem solving with other designers.