Axo

Decryptor minigame

Group project, 12 weeks

Game Engine: Unity

The Challenge

Our team had been working on different prototypes for mechanics separately.

I wanted to combine all of our mechanics in a level that symbolizes the final level of the game, with all the mechanics included.

My Approach

I made a level that incorporated all of our current mechanics in one prototype:

  • Moving walls to block or let through a laser
  • Turning objects to deflect the laser
  • Chargeable and toggleable laser access points
  • Nodes that have to be activated with a specific order

I started my experimentation phase with a paper prototype.Then I created a prototype of a smaller level to gain experience with using the mechanics.

Finally, I made and tested the final level design.

I started my experimentation phase with a paper prototype:

  • Paper prototype V1

    Experimenting with the moving walls mechanic(outdated player movement mechanic)

  • Paper prototype V2

    (Different level with old version of the turning walls mechanic)

Then, I created a prototype of a smaller level to gain experience with using the mechanics.

  • Calibration Level V1
  • Calibration Level V2 after playtests

Finally, from the lessons I learned, I created and tested the final level.

  • Main Level v1
  • Main level v2 after playtests

The Result

The final level:

  • Used all of our mechanics
  • Was thoroughly tested for bugs and difficulty-level

AxoDesign

For all your games and more

AxoDesign

Decryptor minigame

Group project, 12 weeks

Game Engine: Unity

The Challenge

Our team had been working on different prototypes for mechanics separately.

I wanted to combine all of our mechanics in a level that symbolizes the final level of the game, with all the mechanics included.

My Approach

I made a level that incorporated all of our current mechanics in one prototype:

  • Moving walls to block or let through a laser
  • Turning objects to deflect the laser
  • Chargeable and toggleable laser access points
  • Nodes that have to be activated with a specific order

I started my experimentation phase with a paper prototype.Then I created a prototype of a smaller level to gain experience with using the mechanics.

Finally, I made and tested the final level design.

I started my experimentation phase with a paper prototype:

  • Paper prototype V1

    Experimenting with the moving walls mechanic(outdated player movement mechanic)

  • Paper prototype V2

    (Different level with old version of the turning walls mechanic)

Then, I created a prototype of a smaller level to gain experience with using the mechanics.

  • Calibration Level V1
  • Calibration Level V2 after playtests

Finally, from the lessons I learend, I created and tested the final level.

  • Main Level v1
  • Main level v2 after playtests

The Result

The final level:

  • Used all of our mechanics
  • Was thoroughly tested for bugs and difficulty-level

AxoDesign

For all your games and more

AxoDesign

Decryptor minigame

Group project, 12 weeks

Game Engine: Unity

The Challenge

Our team had been working on different prototypes for mechanics separately.

I wanted to combine all of our mechanics in a level that symbolizes the final level of the game, with all the mechanics included.

My Approach

I created multiple prototypes and a level that incorporated all of our current mechanics in one prototype:

  • Moving walls to block or let through a laser
  • Turning objects to deflect the laser
  • Chargeable and toggleable laser access points
  • Nodes that have to be activated with a specific order

Other requirements:

  • As the final level, it needs to challenge players on what they learned before. Difficulty must be higher.

I started my experimentation phase with a paper prototype:

  • Paper prototype V1

    Experimenting with the moving walls mechanic(outdated player movement mechanic)

  • Paper prototype V2

    (Different level with old version of the turning walls mechanic)

Then, I created a prototype of a smaller level to gain experience with designing with the mechanics.

  • Calibration Level V1
  • Calibration Level V2 after playtests

Finally, from the lessons I learned, I created the final level design.

  • Main Level v1
  • Main level v2 after playtests

The Result

The final level:

  • Used all of our mechanics
  • Was thoroughly tested for bugs and difficulty-level