ROLE : TECHNICAL DESIGNER | PLAYABLE EXE (XBOX CONTROLLER REQUIRED) | TEAM SIZE = 1
AN EXPLORATION OF ORTHOGONALITY AND GAME DESIGN PROCESS
Blitzfire is a Doom styled FPS with simple levels that aims to create a player mindset of puzzle solving by killing the right enemies at the right time. Weapons and enemies are orthogonally differentiated on an axis so that players can formulate schemas in their mind on what weapons are effective against what enemies.
Blitzfire is also an experiment with the design process. Tests were executed to observe emergent player behavior and levels were designed based on these tests.
Level 1 is constructed with 6 patrol routes. Commando's move in a straight line to reach the players before soldiers, while soldiers move in a zig zag path. Each cover point is placed to block fire from a specific number of patrol points.
The Spawn Controller randomly spawns soldiers and commandos on any of the 3 starting points. It also spawns on the opposite end of the player. And finally it also maintains the number of enemies on screen to a set number
Level 2 consists of 4 rooms, each intended for a specific purpose. The overall goal for the level was to teach specific ways of utilizing the game mechanics and then release the player into an area where all of these options become available at once.