Watch the Trailer
Level Gallery
Demo Features
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Shooting
Find a variety of weapons with special characteristics like durability, fire types, and armor penetration. There is also a Quick-Reloading Skill Mechanic to keep the bullets flying.
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Crafting
Craft a health kit to heal or bullets for the weapons. The player can also craft grenades, lockpicks, and gas mask filters.
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Interaction
Interaction with the game world is important for player engagement. Level Mechanics, NPCs, and Survival Mechanics help enforce this idea.
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Linear Level Design
With an average playtime ranging from 10-15 mins, the Linear Design serves the player well with lighting, aesthetics, and progression.
Design Intentions
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Survival Design
I created a simple inventory/crafting system to prevent a player from breaking their linear flow while maintaining a theme of resource scarcity.
The player can only regenerate health with a comfort buff, similar to Rust but integrated for a single-player experience.
Low Hunger or Thirst also affects the player's movement capabilities and health regeneration. -
Shooter Design
My passion for shooter games drove the innovation. I used prior design principles while adhering to more skillful and tactful gameplay.
Implementing Quick-Reloading invited more strategy within the second-to-second gameplay.
All weapons can be upgraded and have Applied Armor Penetration, Recoil Patterns, and Durability with 5 separate firing methods. -
Progression Design
The demo-level progression is a linear Narrative experience inspired by Metro 2033.
I used different tools to guide the player like crafting, level breadcrumbs, and lighting. I also focused on one new mechanic in each section of the level. This proved to be very helpful for new players learning the game.
Each section gets increasingly difficult, with more level dynamics introduced. The player also gets increasingly stronger by upgrading their weapons at a workbench. -
Level Design
Using the dynamics within the game, I created a well-paced level that allows the player to maintain a flow state while exploring the environment.
I took inspiration from Resident Evil’s save system, giving more player emotion that’s tied to the environment and sounds of a safe room.
I used item scarcity, gas exposure, and enemy placement to create tension and dynamic challenges.