WarFair

Level Design Scripting Audio

Details

Genre: Turn-based, Tactical, Rougelite
Duration: March 2020 - June 2020
My Roles: Level Designer, Audio Designer

Team Size: 18
Engine: Unity
Platform: PC

Genre: Turn-based, Tactical, Rougelite
Duration: March 2020 - June 2020
My Roles: Level Designer, Audio Designer
Team Size: 18
Engine: Unity
Platform: PC

Description

WarFair is a 3rd person grid-based tactical rougelite (lots of keywords, I know), where the player controls two characters on their journey to overthrow an opressive clown regime.

The uniqueness of this game comes from the shift in perspective (from the usual top-down view in strategy/tactics games), together with the free movement along the grid, which only locks in your action points when you do something that influences the state of the game.

Download and Play

My Contributions

...

Pre-Production Prototype

Scripting

  • In order to test and validate our unique game concept, together with 1 other designer we decided to make a full prototype in Unity
  • The code was made to be quick and disposable, focusing on getting the broad strokes in, which helped us iron out flaws in our concept
  • As I made a quick tool to help me build levels in the prototype, this was invaluable to figuring out the look, metrics and design of the levels, feeding into the final procedural generation
...

Procedural Level Design

Level Design Scripting

  • One of the more unique challenges of this project was developing a system for generating levels procedurally
  • In order to define the procedural levels, I first had to analyze the levels and moments I built in the pre-production prototype, trying to understand what makes them work, what makes them more difficult and what makes them different from each other
  • Due to time constraints, we had time to implement only some of the proposed rules for procedural generation, but thanks to my analysis we were able to focus on the most important ones
  • In order to ensure we can deliver on time, I also took it upon myself to program some of the proposed rules

Music and SFX

Audio Scripting

  • As my background is more in music composition than in sound design, I took a different approach to sound design and created SFX using music instrument samples
  • I created music for the trailer, menu and in-game plus all SFX except the UI sounds
  • I used my Unity and C# skills to implement the audio myself and speed up the process, which also helped me discover effects that I used to make the music dynamically respond to gameplay
  • There is a "backwards" effect for when you are further from enemies, plus the music speeds up when you get spotted, helping the music feel less repetitive
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