Dec 2020 - May 2021
Glowing Under
Project Duration: 6 Months
Product: Cinematic Puzzle Platformer Game Tools used: Unity, Custom Engine Team Size: 9 |
Level Design, UX Design, C# Scripting
Producer / Level designer |
Game Overview
Glowing Under is a Cinematic Puzzle Platformer game about a firefly who journeys into the depths of a mysterious underground cavern in search of a baby firefly and his purpose in life.
The Core Game Loop
Discover environment
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Collect enough lights
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Activate Totem
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In this game, players play as a firefly scout who manages to avoid his 'mundane life' as he enters an underground cave to look for a baby firefly. In order to progress each area, players have to activate a totem by collecting enough lights from torches nearby. Upon activating a totem, the player will be granted a light orb which allows them to fly for a short while.
Ideation
Glowing Under took inspirations from a short hike's story driven and explorative gameplay, as well as Hollow Knight's art direction.
The initial idea for Glowing Under was an arcade game where players will be challenged to take a lift down a pit hole for as long as they can survive, where they try to take control of the lift to avoid obstacles and cute little creatures that might consume them.
The game idea then slowly changes as we start discussing as a team.
During the discussion, the team finds it interesting to have a game that does not have death, and because of that design decision we have made, we eventually turn Glowing Under into a non-combat game that focuses on exploration, simple puzzles and story.
The initial idea for Glowing Under was an arcade game where players will be challenged to take a lift down a pit hole for as long as they can survive, where they try to take control of the lift to avoid obstacles and cute little creatures that might consume them.
The game idea then slowly changes as we start discussing as a team.
During the discussion, the team finds it interesting to have a game that does not have death, and because of that design decision we have made, we eventually turn Glowing Under into a non-combat game that focuses on exploration, simple puzzles and story.
Here's my learning experience
This project made me realize not only my strengths and weaknesses, but also the importance of project management and team dynamics.
I also experience the challenge of making a story driven exploration game. It is not gonna be easy as such game usually requires a whole lot of content ranging from world building, to character design, and meaningful dialogues, which also mean a lot more time and commitment will be needed to make it work for a 6 months student project.
I also experience the challenge of making a story driven exploration game. It is not gonna be easy as such game usually requires a whole lot of content ranging from world building, to character design, and meaningful dialogues, which also mean a lot more time and commitment will be needed to make it work for a 6 months student project.
© 2020 by Chu Rui Heng. All rights reserved.