Frostfall

Late 2014

A 2D platformer with combat, puzzles and power-ups

C#

Unity Engine

C# Programmer, Level Designer, Sound Engineer and Game Designer.

Game Design

I was one of the four students that designed Frostfall. My main contributions to the design were in the power-up behaviors. I designed two power-ups, Cactus and Rockmelon. The Cactus power-up would temporarily give the player the ability to climb walls, opening up some more complex level design. The Rockmelon power-up gave the player the ability to smash certain rocks and walls, enabling some timed puzzle elements. The Rockmelon power-up was used as the design of the final boss fight.

Core Mechanics

I was responsible for implementing many of the important mechanics in Frostfall. These mechanics included; the player controller, power-up behavior, enemy AI, puzzle mechanics and the final boss. The player controller was capable of moving, jumping, punching and climbing up walls. I've explained the two power-ups in the previous section, I succeeded in fully implementing both of them. There were two types of enemies in Frostfall, simple 'move to player' enemies, and projectile enemies. The 'move to player' enemies were simple, but I made them easily editable, allowing for speed and size variations. The projectile enemies routinely spawned projectiles that would home in on the player. As the levels in Frostfall got more complex, I implemented various puzzle/level elements such as buttons that open doors, destructible blocks and physics-enabled rocks. Finally, I fully designed and implemented a two-stage boss fight for Frostfall's finale. This boss required the use of the Rockmelon powerup, as the boss would constantly throw rocks toward the player.

Level Design

I designed most of the levels in Frostfall, from enemy placement to puzzle creation. I tried to combine simple platforming levels with the other mechanics the team and I had designed. This resulted in levels that required the player to jump, fight, stick to walls and solve puzzles.

Sound Design

Sound design was an interesting part of my role in Frostfall. Not only did I source and implement most of the generic SFX present in the game, I also fully voiced the main character. This required jump and attack noises for the player while not under any power-up, as well as both the Cactus and Rockmelon power-up. There were about 12 different grunts of mine in the final product.