Level Breakdown: Fort Diamond

I hopped back into Unity to work on this FPS styled level. Rather than standard multiplayer maps, this one was specifically designed for several players fighting waves of enemies, like the Firefight and Horde modes in Halo and Gears of War, respectively. I felt that designing a level around the specific mechanics of those game […]

Platformer: Level Breakdown

This time around, I wanted to do a level breakdown for a different game genre than I’ve done in the past. One of the projects I have been working on for contract level design work is Bad Dude, a run-and-gun platformer that is very reminiscent of the Metal Slug series. Bad Dude is a mobile […]

Roughnecks Revisited

After fumbling around with the enemy behaviors some more and frustrating myself at their incessant need to run into walls, I decided to take a break from the project and just come back to it in a few weeks. After opening it up the other day, it occurred to me that all of these behaviors […]

Designing for the Wii-U

Nintendo’s latest video game console, the Wii-U, hit shelves all across the world two months ago. The most notable feature of this new console is the GamePad, the system’s controller, which is a hybrid of a tablet and a more traditional game controller. There has been quite a bit of discussion amongst developers as to […]