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Aint That a Bite

"Ain't That a Bite" is a professionally designed top-down action/tower defense game that pits players against relentless zombie hordes in two gut-wrenching scenes. With the objective of defending against the undead onslaught, players must strategically deploy traps, turrets, and decoys while utilizing powerful tools such as flame turrets, ice turrets, and an SMG to mow down waves of zombies. This dynamic gameplay experience combines elements of action, strategy, and survival, requiring players to plan their defenses, adapt their tactics, and unleash their shooting skills in a fast-paced, pulse-pounding battle for survival. Get ready for an intense, adrenaline-fueled adventure as you face off against ravenous hordes in "Ain't That a Bite."

Role(s) and Responsibilities:

Level and Game Designer

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Level Design

  • Designed and built a level suitable for a wave based tower defence game (e.g., location of turrets and defences, location of enemy spawns, and objective locations).

  • Blocked out and meshed the tutorial level.

  • Level testing and development - focused on the timing of zombies, and locations for shops and turrets.

General Game Design​

  • Concepted initial tower defence idea and wave system.

  • Concepted and wireframed UI ideas and iterations.

  • General balancing and bug testing.

  • Control Schemes.

  • Created particle effects suitable for the game.

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Level Development

After identifying areas for improvement from the initial design, I dedicated my efforts to developing a more intricate and expansive level that would offer engaging gameplay and allow players to fully immerse themselves in the game's atmosphere. While retaining some elements from the alpha design, such as a central defense point and the need to fend off zombies from the outskirts, the new map embraced wider play spaces and meticulous attention to balance, considering factors such as the speed at which zombies could reach the objective and ensuring the placement of turrets was well-balanced. This process involved two weeks of intensive playtesting and iterative adjustments until achieving a final layout that met my satisfaction.

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To provide clear guidance to the artists, I also created a comprehensive concept idea that outlined the desired assets for the level. For instance, while maintaining a generic appearance for the surrounding streets, I emphasized the importance of drawing attention to the central objective area. Additionally, I emphasized the need for visual cues that would enable players to easily determine their location relative to the objective, leading to the creation of distinct buildings with different colors and styles.

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Upon finalizing the art assets, I collaborated with the artists to mesh the levels, ensuring seamless integration of props that aligned with their intended visual style while preserving the optimal gameplay experience.

Pre-Alpha Planning

During the initial proof of concept phase of the game, my focus was on designing a highly symmetrical map to facilitate easy balancing and comprehensible gameplay. At that stage, the inclusion of pick-ups was not part of the plan as it was still in the pre-alpha phase. Once the planning phase was completed, I proceeded to block out the level in the game engine and conducted playtesting sessions. While the initial playtests yielded satisfactory results, some issues started to surface during the level meshing phase. It became apparent that the camera angle made the level feel cramped, hindering players from fully appreciating the game's art style, and it also made it challenging to spot zombies as they would often hide behind the meshes. Taking this valuable feedback into account, it was clear that a new, more detailed map idea needed to be developed.

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