Platform: Windows PC
Engine: Unity 2018.4.2f1
Language: C#
Tools Used: Unity3D, Perforce, Trello
Duration: 2+ months
Completion: 2020
Team Size: 1
Role: Level designer, environment artist, prop and texture placement, lighting, event scripting, animation, dialog script.
A scrapper in the post-apocalyptic wastes must find a lost supply train in an abandoned subway station, then deliver it to the sanctuary to gain entry. Hazardous acid pools and other obstacles will block your path as you explore the subway and uncover the fate of those who lived there on your way to the titular supply train.
Download SCRAPS - SCRAPS.zip
Scraps Postmortem - Read Here
Players will arrive at the entrance of the subway after leaving a short tutorial area. They will follow the only path available to them, down the stairs to the first mechanic which introduces acid pools as a hazard, and chemical barrels as a way to diffuse the pools.
After continuing down the escalators, the player will find a train blocking the path ahead and a collectible "breadcrumb" steering them to a control room on the right. The generator inside must be repaired with a power cell that can be found by passing through the train into the collapsed tunnel.
Once the player restores power to the station, they can move the train out of the way, but another train is blocking the path on the other side of the center platform. Players will need to remove debris from the tracks to be able to move this second train. After this train is moved, players will need to cross more acid and crouch into a hole to reach the supply train.
The player will load 4 boxes of supplies onto the train, then ride it through a blockade at the end of the tunnel. This level ends slightly after 4 minutes and leads to a level created by another designer.
SCRAPS was the midterm project for my Bachelors' degree, where I was given a story and game systems to help me create a level for this hypothetical game. After a week long "prototyping" phase, the conceptualization of the subway began. A block-out was created, and slowly the level took form. Terrain was added soon after and the first month of production was over with a fully functional "Alpha Build".
The next month was spent fine tuning mechanics and polishing the level aesthetics. I joined a team that would be adding their levels to mine to make a full game. Coordination was everything, some of us were virtual students with vastly different schedules. We accomplished this through the use of version control on Perforce and workflow management with Trello, occasionally having meetings on our own Discord server.
Having a great deal of leadership experience and outgoing personality, I naturally drifted into the role of team lead where I organized, directed, and mentored the other 4 members of my team. After the second month was over, we had gone "Gold" and completed the project.