Team
4 Programmers
3 Animators
4 Graphical Artists
2 Level Designers
2 Sound Designers
Specification
Production Time
x weeks half-time
Engine
Unity
TGE (Custom TGA Engine)
My Contributions
- Designing Level 1
- Taskforce Contributions: Player, Metrics, Audio

Blockout

Whitebox
Just like the river thames flowing through London, I liked the idea of having a level designed around a flowing stream of water, acting as a sort of “artery” for the surrounding terrain that can guide the player along its path.
I started building with this idea in mind, which ended up with me incorporating multiple waterfalls into the design as the level gained more and more verticality.
Reflections
Working with an isometric camera definitely comes with its difficulties. Thankfully we had Tunic as our reference game which allowed us to make use of their see-through shader and camera tilt in order counteract never losing the player behind terrain and objects. With these techniques at our disposal we were able utilize angles, perspective and lighting to design a game filled with secret paths and hidden treasures, with the camera as the gameplay’s core.
This project is very dear to me and I’m proud to say that it is one I will remember fondly for years to come.
What would I have done different now?
Seeing as we had very limited time with this project in comparison to the one prior, I definitely feel that I should’ve started working in-engine a lot sooner than I did. While I’m happy with the thorough work I did in the preproduction stage, I think that with the time constraints in mind, starting the blockout sooner would’ve been more beneficial as the last few days of the project ended up being very stressful.
Showreel
Screenshots of my work from the project!



