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 research and breakdown.
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Paper level conception, to photoshop, to editor implementation.
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Designed and handled the implementation of unique ally and enemy AI behaviors.
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Designed and implemented unique items and pseudo puzzles.
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Crafted and implemented a mission structure with side missions.
UNIVERSE
The almighty lich king Kel’Thuzad is looking to regain his former self (his original human mage form). He now believes that this transformation will bring him tremendous power which can’t be obtained by being an undead.
He aims to accomplish all of this with his new "plan", but in order to execute his plan he needs to sacrifice 1 champion from each of the 4 groups (i.e. orcs, humans, elves, and undead). Knowing this fact, he teleports 4 selected champions into an alternate dimension.
WHAT MAKES THE PROJECT UNIQUE?
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Fan theory brought to life.
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Different types of enemies, puzzles, items, and powers.
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Exploration and survival are the core themes for the gameplay experience.
GAME SCREENSHOTS
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
DURATION
CALENDER
Level Design
Exploration, Survival, RTS
2.5D, Isometric
Singleplayer
Warcraft III Editor
PC
3 Months
2014 October - December
“The Kel’Thuzad’s Wrath” is a resurrection tale of a death knight who wished to conquer the realm of humans for himself.
This mod of Warcraft III features survival, exploration, action, and strategy - presented as a blend and as an homage to the original game.
MY EXPERIENCE
DEPENDENCIES
Game Research
Level Design
AI Design
Item Design
Puzzle Design
Character Design
Narrative Universe
Quest Design
Game Balance
Cinematics
TOOLS
Word
Excel
Warcraft III Editor
PowerPoint
Photoshop
SketchUp
Perforce
Premiere
Before beginning, I spent a good amount of time to understand Warcraft III gameplay systems.
I followed a strict timeline for the development of the project. I started by documenting the concept, thereafter paper prototyping the planned design, then I did the digital version of the design on Photoshop, and then I tried SketchUp for better visualizing the concept in 3D before working inside the Warcraft III editor.
I was also working on the characters and the universe in correlation to the layout of the level. My main intentions were to make players feel like death was slowly crawling upon them.
There aren’t many complaints for me in this project; But if I had to be picky about something, I would definitely make the AI smarter and better.
PERSONAL COMMENTS
WHAT WENT RIGHT?
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Time management and implementation of the planned design was pretty good (pre-production to post).
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Ample amount of time was spent polishing design details and making the level bug-free.
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Constant playtests and iterations helped me to look at the level from different playstyle perspectives.
WHAT TO IMPROVE?
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I realized creating functional and believable AI is no easy task.
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The final level ended up being a little too long for a single-sitting experience.