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In the standard game mode - also the first game mode we initially designed "Rainbow Quest"  players need to collect and hold onto a flying butterfly token known as the "Rainbow Token" for 1 minute in order to turn it into the gate floating above the volcano in the middle of the map to win the game, this has to be done while 3 other players are trying to do the same thing; players can shoot, jump, dash, and buttslam.



The second game mode this called "Shadow Tag" - in this game mode players are trying to stay away from the token, in this case it is a bad thing to have. If a player is tagged for 1 minute they will explode and will get 1 death against them, the player with the least amount of deaths at the end is the winner of the match.



The Third game mode is a deathmatch we called "Inferno Fest", in this mode its kill or be killed in a hectic a fast paced battle to be the champion!



The final game mode used on this map is known as "ChromBall" this is an extension of the first game mode in that the basic mechanics are the same, however the fundamental difference is player's do not need to hold onto the token for 1 minute to score, simply grab the token and score as much as possible.

Chromeras is a 3D multiplayer networked game designed and constructed in Unity 4.0, the game features 4 awesome characters, 4  game modes, and 2 levels to experience. It was developed over a 5 month production cycle and I designed the game with 4 other students during my time at VFS

I was the Level Designer and a Game Designer on this project; Tasks Included:



-Paper design and Layout of maps



-White Box maps



-Set Dress the environments with models from the artists



-Make basic models in Maya to give our artists some direction of how the environment will look



- Took the models the artists made and did custom collisions for them in maya so we could get the most out of the colliders without hogging alot of memory using mesh colliders.



-Test the designs on a consistent basis, developed a heatmap alongside the teams programmer to make obstacle and Item placements to get the most out of the gameplay.



- Made the path that the Rainbow Token follows on the map.



Additionally I picked up some jobs from the team to keep the ball rolling so to speak.



- I made a shader that is used predominately in the first level on the cactus's.



- I coded the color changing feature in the game which changed the levels colour based on game mode selected.



- I also made a few of the particle effects in the game with the help of the Shuriken plugin.



 -Particle effect for the body parts                    spawning on the character.

-Particle effect for the shot when they collide with an object.

Awarded best final game of VFS GD28

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