

PIRATS
A HORDE SPLITSCREEN EXPERIENCE
Overview

GOAL OF PROJECT:
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Create a split-screen horde shooter with metrics from Orcs Must Die! 2
MY RESPONSIBILITIES:
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Design level 2 (Basement)
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Create a Level Design Document
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Balancing enemies' values and amount.
TEAM:
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2 Level Designers
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4 Game Artist
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6 Programers
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3 Animators
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2 Technical artists
Length:
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2 months
DESIGN
LEVEL 2 THE BASEMENT:
My ideas regarding the basement are to make it more of a wine cellar with a barrel at the top that pours out wine, almost like a wine waterfall, where the player can push enemies into the wine for them to be defeated instantly.
It also worked well with the Arist team because the first area of the level was decorated with many barrels, which they could use in a different context.



ENEMY BALACING
With help from they programers, we Level Designers got access to a data table that allows us to add enemies and waves. Alot of work went into the timing of the enemy spawns and how intense the spawn rate sould be.

ITERATING
Version 1
Level layout was decided after playtest and feedback from team members and fellow level design classmates.
Version 2
Iterating on the level's visuals while also opening 2 extra pathways, since it was too easy to control the chokepoints at this stage, the layout was finalized. I now directed my efforts to the enemy wave spawning rate.
Version 3
After multiple playtests, the enemy wave spawn rate feels good and challenging. It was also at this stage that I worked extra closely with the artist on the lighting and assets.
Reflection
What I feel went well.
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We went with medium-sized levels. Allowing us to prioritize enemy balancing and wave amounts, which, in retrospect, was a great move because we had a very refined enemy system at the end of the project. Also, I feel the teamwork within the group was really good, and overall, it was a fun project to work on.
What I feel could have gone better.
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The level is symmetrical; I believe that, in retrospect, I would have wanted it to be more random, with each side feeling unique rather than the same. And it's something I will keep in mind for my next project :D