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DUNGEON ESCAPE
Embark on a thrilling adventure and escape the dungeon with Kevin, your loyal canine companion, by your side. Can you battle skeletons, defeat the boss, and outwit the collapsing dungeon before it's too late? Play Dungeon Escape now and find out!
ROLE
Combat Game Designer | Producer
GENRE
Third Person Action Adventure
ENGINE
Unity, C#, JIRA
PLATFORM
Windows (PC)
THE DESIGN PROCESS


Brainstorming 'Dungeon' 🧠
Utilizing mind-maps for Dungeon served as a double-edged sword.
Firstly, it allowed us to generate gameplay ideas that would fit the setting.
Secondly, this aided us in capturing the art style of the game.
I was particularly excited by the sheer quantity of ideas just Dungeon got us to.
Firstly, it allowed us to generate gameplay ideas that would fit the setting.
Secondly, this aided us in capturing the art style of the game.
I was particularly excited by the sheer quantity of ideas just Dungeon got us to.


The Action Word - Escape 🎬
The aim of mind-mapping the action word was to define context, the focal point was to broaden the list of ideas.
My key attention was utilizing these mind-maps to foster a creative atmosphere and creative ownership amongst team members.
Further, the ideas were discussed and narrowed to a select few for further development. Sometimes conflicting ideas were held firmly, I played a pivotal role in returning the focus back on the game's pillars.
My key attention was utilizing these mind-maps to foster a creative atmosphere and creative ownership amongst team members.
Further, the ideas were discussed and narrowed to a select few for further development. Sometimes conflicting ideas were held firmly, I played a pivotal role in returning the focus back on the game's pillars.

The Introduction - A Broken Bridge 🌉
Players find themselves on a broken bridge with only one way to proceed.
Utilizing environment story-telling allowed me to set up the scene that delivers on limited options whilst serving as a platform to learn and scaffold the basic control scheme.
Utilizing environment story-telling allowed me to set up the scene that delivers on limited options whilst serving as a platform to learn and scaffold the basic control scheme.

Verticality 🌪️
The target was for the player to feel overwhelmed by the dangers of the unknown dungeon.
Although the rule of thumb is players won't see beyond a certain angle above them, using wide spiral stairs demanded players to look up.
Additionally, two stars instead of one put players in a decision-making spot softly enforcing to gauge and pick their path.
Although the rule of thumb is players won't see beyond a certain angle above them, using wide spiral stairs demanded players to look up.
Additionally, two stars instead of one put players in a decision-making spot softly enforcing to gauge and pick their path.

First Encounter 🤺⚔️
After movement control scheme and decision-making, now was the time for the players to learn and practice combat.
The placement of the skeleton allowed for easy dodging and definite hits from the players' perspective.
The placement of the skeleton allowed for easy dodging and definite hits from the players' perspective.

Approaching the Boss 😈
Clever framing and enemy placement acts as an invisible hand for guiding the players to the Boss.
The dungeon runs deep and gradually increments in challenge. The challenge is compensated by safe zones and rewards for positive motivation.
The dungeon runs deep and gradually increments in challenge. The challenge is compensated by safe zones and rewards for positive motivation.

Here comes the Guardian 🥷
Players get to this room, and find themselves in the court of a dead King.
Players can grab the Key from the throne without challenge. However, picking the Key triggers the Boss spawn.
The Guardian here isn't defending the Key, but is preventing the player from escaping. This slight shift in the spawning location, runs deep with the narrative beat charts and story of Dungeon Escape.
Players can grab the Key from the throne without challenge. However, picking the Key triggers the Boss spawn.
The Guardian here isn't defending the Key, but is preventing the player from escaping. This slight shift in the spawning location, runs deep with the narrative beat charts and story of Dungeon Escape.

Seamless Backtrack to the Exit 🔚
Backtracking often has a negative connotation amongst players. Asking players to go back through the same location they've been through feels like a chore.
However, there is a slight balance that could make the difference between forced backtracking and tasteful.
Here, the circuitous route to the Key changed into a straight path back into a new location.
This new location is home to final few enemies before the exit.
However, there is a slight balance that could make the difference between forced backtracking and tasteful.
Here, the circuitous route to the Key changed into a straight path back into a new location.
This new location is home to final few enemies before the exit.
YOUTUBE
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