SNOUK DESIGN NOTES BLOG
An open space where I could keep on experimenting on game design.
I also consider this to be my unprofessional space where I could just be my weird and silly self.
Be sure to check it out to get to know about my side projects & ventures!
PROJECT DESCRIPTION
MY RESPONSIBILITIES
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Theme conception and feature planning.
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Paper level concept to editor implementation.
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Responsible for handling enemy balancing and progression through all sections of the level.
UNIVERSE
A superhuman UAC soldier has been caught by demons and left inside a hell cage half-dead. He must gain back his powers, weapons, and find a way to escape back to Earth.
On entering the Mars Facility, he accesses the AI VEGA, and with the AI’s help, he finds a way to teleport back to Earth.
WHAT MAKES THE PROJECT UNIQUE?
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Character progression.
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Atmosphere, premise, and aesthetics.
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Interesting gameplay flow.
GAME SCREENSHOTS
MAP TAG: NC8GPCZ9
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
TEAM MEMBERS
DURATION
CALENDER
Level Design
Survival, FPS
3D, First Person
Singleplayer
Doom SnapMap Editor
PC
5
5 Days
2017 January
Doom: Blacksite is a survival FPS level made in the SnapMap editor, where the player roleplays a superhuman UAC soldier who is on a quest to escape from hell.
The project was made as part of an 'intensive week' at our university.
The level was published on Steam on February 3rd 2017.
MY EXPERIENCE
DEPENDENCIES
Level Design
Game Balance
Documentation
TOOLS
SnapMap Editor
PowerPoint
Photoshop
A team level design project is always more complicated and challenging than a solo one. Everyone’s opinions and design philosophies must be merged together in a unified direction.
We all knew what must be done, and all of us followed a unified vision throughout the development of the level.
We divided the level into segments. I was responsible for my level segment, the boss fight section of the game - and I was also working closely with the others to manage the difficulty and the progression curve for a cohesive gameplay experience.
My segment work began with paper prototyping, in-engine editing, to the final phase of the development. And at the end, I was responsible for creating a clear flow for all the segments of the level as well.
PERSONAL COMMENTS
WHAT WENT RIGHT?
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We all maintained unified vision throughout the development process of the level.
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Made around 8 sections which provided 15-30 minutes of gameplay.
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Had a pretty good work flow between all members working on the level.
WHAT TO IMPROVE?
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Theme was a bit far fetched from core philosophies of Doom.
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We had issues maintaining lighting to guide the player across all level sections.
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More work could have been done to improve level objective affordances.