FLORA

Level Design, Game Design

Summary

An unusual Shoot 'em Up where you have to manage your ship's water resources in order to shoot. Choose wisely when to pepper the enemies with bullets, or when to use your bomb attack - almost completely draining your water reserves. A hectic but also meditative experience where avoiding enemies is just as important as killing them.

 

Specification

  • 8 weeks half time

  • 2 Level Designers

  • 5 Programmers

  • 4 Artists

  • 2 Animators

 

Tools

  • Level Design through json documents

  • In House Engine

 

Goal

  • Use enemy placement and enemy attacks to make the player constantly move around the screen.

  • Create interesting gameplay scenarios by building the levels around a mechanic where the player needs to fill their tank with weapon in order to shoot at full speed. 

 

My Contribution

  • I designed the enemy patterns in half of the game's levels, and iterated on my colleague's levels.

  • Me and my level design colleague designed the enemies and their abilities.

  • Me and my level design colleague designed the game's two boss encounters.