Unity FPS Blocking
Details
This exercise of my training had for goal to realize a level design blocking thanks to the project unity FPS micro game.
As part of this exercise, we received a production document with several instructions that had to be respected.
Production Document :
The goal of the level must be at the end to kill the boss "Turret" and must have at least 5 minutes of gameply.
The recovery of the jetpack should be a key element of the level and therefore mandatory. However, secondary weapons are weapons hidden in the level and can be retrieved.
Here is a list of the different gameplay elements that the level must include:
- At least 1 macro landmark.
- At least 1 hard gate.
- At least 1 soft gate.
- At least 1 valve.
- You will have to create at least one visual language for a gameplay element (what you want you want: symbol to indicate that an object is nearby, object to indicate that you can that you can go to a place with a jetpack...).
- There must be at least one indoor and one outdoor passage.
The theme of the level is science fiction: the inspirations are games that can be close to this universe and gameplay (Halo, Doom ...).
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