Guns N' Robots is a first person arcade shooter, where the player must navigate an industrial complex, and eliminate the opposing robot AI using a multitude of weapons and items.
Role: Level and Effects Designer
Studio: Boi's of the Frog
Development Time: 4 months
Engine: Unity
Check out our Itch.io page, and play the game for yourself: https://boisofthefrog.itch.io/gunsnrobots
Contributions:
My tasks in this project ware designing a level to accompany enemy AI using Probuilder, as well as an intriguing level layout that keeps the player interested in the environment. I also created spark effects using Unity's particle system, to give smoother weapon feedback to the player once an enemy has been hit.
Development Process:
I designed the first level of the game (factory), to be easily navigatable based on AI placement. This meant that the player will always find the correct way to go, based on the enemies on the screen. I ensured that verticality played a part in the level, to prevent the level flow being too linear with the simplicity of the mechanics. I also used levers in some scenes, that open doors which subsequently release AI into a hallway, forcing the player into a fight. Creating the spark effects, accompanied by effects from the unity assets store, was important for weapon feedback, as this gives the player visual cues that they have in fact hit a target.
Reflection:
This was my first team project, and without an artist we had to improvise on many aspects of art direction for our game. This involved me creating basic models in probuilder, and another designer learning a modelling program (blender) to fill our level with fitting assets. Although this was good experience in terms of level design, we could not achieve the vision for our game, which was to have stylised art, similar to that of the Borderlands games. Looking back at my level design, there are many flaws that I would make big changes to today, as many players miss out on some areas that are more unintentionally hidden than others. I would also be able to create a lot more variety in rooms shape and level flow as i have had a lot more experience in this field since this project.