
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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Game conception, and gameplay design.
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Plan for procedural generation.
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Review and restructure level design.
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Game art for characters, background, props, and UI.
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Sound design for all elements available in-game.
WHAT MAKES THE PROJECT UNIQUE?
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Procedurally generated levels and enemies.
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Hilarious pixel art style with pop culture references.
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Fun stealth experience.
GAME SCREENSHOTS
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
TEAM MEMBERS
DURATION
CALENDER
Game Art, Level Design, and Sound Design
Stealth, Platformer, Procedural
2D Side-scroller
Singleplayer
Unity 2D
PC
4
5 Days
2015 December
'Merry Christmas' is based on the concept of "Santa" not supposed to be seen by kids. The game was also made just before the Christmas holidays, thus the theme.
The project was made as a part of an 'intensive week' session and has been completed in 1 week in our university. The game uses pixel-art and procedural generation tagline to attract players on the eve.
The main objective of the game is to reach the Christmas tree without getting seen by the kids or babies. The game has 2 main levels excluding the tutorial, and these are procedurally generated. If the player is doing really well, the levels will become progressively harder. However, if the player’s performance is average, the progressive levels are comparatively easier.
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MY EXPERIENCE
DEPENDENCIES
Game Art
Gameplay Design
Level Design
Procedural Design
Sound Design
TOOLS
Photoshop
Audacity
Excel
Perforce
Besides game design planning and level design implementation, this project provided me with first-hand experience on the game art pipeline. And though it was my first time applying my artistic skills in creating a game, I think it turned out really good for a first attempt on art.
I have also had my hand on the sound department and the game design alongside the art while developing the game. But most of my time went into creating abundant art work which in-reality never ended up in the game because of the time constraints of the project.
Then again, in the end I sure had a good experience in learning how an art team functions.
PERSONAL COMMENTS
WHAT WENT RIGHT?
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Experienced basic art skills to bring life to environments.
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The procedural generation surprisingly worked well despite our expectations.
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Had a pretty good work flow between all members working on the prototype.
WHAT TO IMPROVE?
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Few unresolved bugs are still remaining.
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Not all art assets and SFX created made into the prototype due to time constraints.