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About

Production time

5 weeks

Team size

7 people

Engin and Software

Genre

Shooter

Platformer

Roles on this project​​

  • Level Design

What I did on that project

  • Found a way to make the player appear really small.

  • Defined the rooms the player have to investigate.

  • Helped to find substances that are easily found and interactions that go with it.

  • Created the space in which the player has to interact.

  • Discovered ways to make the same room enjoyable in different moment of the game.

 

List of features

  • The metrics of that game were tricky to make because I had to let the player have the impression that the world is really big while making it possible to navigate easily without losing too much time between places. That is why the first element the player finds and interacts with is oxygen which makes it possible to jump on big distance.

  • The game was also created with the intention of making each room kind of open world. In that optic, I had to make the room gigantic without feeling empty. I also had to find a way to guide the player inside the room. As an example of that, a pile of books was placed beside the desk. The intention behind that was that the player would feel the urge to look up and then see the top of the desk.

  • The main room was made so it could be solved in more than one way. It was also created with the intention of making it the central part of the game. Each time the player had to get to an other room, he had to come back to that room after to repair a machine. But while the player is in an other room, a catastrophic event happens in the main room and changes its gameplay, making it possible to use the new ability learned in the new area.

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