Platform:
PC
Duration:
6 months
Tools:
Unity3D
Roles:
Lead Game Design
Game Mechanics & Prototyping
Level Design (Concept, Scripting)
Project Management
PC
Duration:
6 months
Tools:
Unity3D
Roles:
Lead Game Design
Game Mechanics & Prototyping
Level Design (Concept, Scripting)
Project Management
Overview
A.I. Invasion is a fast paced, strategy-heavy top-down shooter. In various missions the player has to defend outposts, escort cargo or infiltrate enemy territory. To achieve his goals he has to strategically command a team of special units that fight at his side.
Design & Planning
This was my biggest, most in-depth project to date. Breaking down the complex game mechanics to be able to prototype every aspect of the game early, fast and efficiently was an important part of my concept and design work. Constant communication with the team allowed me to get a feeling for the project's difficulties and potential early on.
Content Production
In the later stages of development I did a lot of in-engine work to create levels and complex missions. Throughout the production I mainly engaged in mission design & scripting but also in writing of story and dialogues (English) as well.
Finding new ways to engage the player while utilizing the toolset our developers implemented was the most fun I had in my career thus far.
A.I. Invasion is a fast paced, strategy-heavy top-down shooter. In various missions the player has to defend outposts, escort cargo or infiltrate enemy territory. To achieve his goals he has to strategically command a team of special units that fight at his side.
Design & Planning
This was my biggest, most in-depth project to date. Breaking down the complex game mechanics to be able to prototype every aspect of the game early, fast and efficiently was an important part of my concept and design work. Constant communication with the team allowed me to get a feeling for the project's difficulties and potential early on.
Content Production
In the later stages of development I did a lot of in-engine work to create levels and complex missions. Throughout the production I mainly engaged in mission design & scripting but also in writing of story and dialogues (English) as well.
Finding new ways to engage the player while utilizing the toolset our developers implemented was the most fun I had in my career thus far.