Under Kladdenheim
by Top-Deck Productions
This project started in our second year of study at AIE for Major Production. We worked as a group of 7. The team consisted of:
Adam Whitty - Programming
Benjamin Nussbaumer - Design
Brock Cartledge - Art
Cameron Murphy - Programming
Josh Ferguson - Programming
Mark Lowe - Design
Zane Kerin - Design
I was the level designer while working on Under Kladdenheim. I worked with multiple sprite sheets that consisted of floors, walls, obstacles, hazards and terrain. With hazard and terrain tiles, I also was able to assign various effects which invoked a status effect upon the player and enemies to create a more challenging room. As I progressed throughout the level design, we brainstormed unique room layouts and this gave the player more of a unique challenge to progress through the game and created new experiences.
I also worked on the floor layouts which was another tool. Multiple rooms were created on a grid and had a starting room and laid out rooms from start to finish. All the rooms from start to finish were randomly generated from the 75 rooms I have crafted to created a unique experience so no play through was the same.
Working with the team was a wonderful experience. We all had a role and focused and showcased our skills and also were not afraid to tackle or assist with other tasks. This helped broaden our skill sets and get a feel of what the other team members were doing. Unity was a very welcoming program that helped assist with our project and we used Trello to keep focused. Team was cooperative and I would work with every member again as communication and teamwork was excellent.
Rooms I created while working on Under Kladdenheim.