Project Name | Prism | |
Genre | Abstract 3D Puzzler | |
Position | Game & Level Designer | |
Work Type | Bachelor These | |
Production Time | 04/2014 - 08/2014 | |
Team size | 1 | |
Platform | PC (XBox Controls) | |
Targeting | casual gamers, 16 - 28 years | |
Technology | Unity Engine, C# |
Prism was a big part of my bachelor these, to develop a vertical prototype. To get an idea of the vision, the play duration is targeted at 15 minutes. The heart and soul of the work lies on the level design. Everything else like game mechanics, visual, audio design are kept simple.
Except for the external audio files and the Unity character, is everything done by myself. Starting from the first analog ideas and concepts, to the first scripts, game prototypes, 3D assets, textures, shaders and the level itself.
For the first time, I developed a bigger project on my own. Not only do I learned a lot about working better with the tools, but also much more about my own workflows and pipelines.