RODENT REVENGE
Group Project
9
9 weeks

Unreal
Level 1
This is a playthough video of the game without commentary. It shows off different mechanics, systems and secrets that can be found within the game. If you wish to play the game yourself there is a download link above that lets you download a build of the game

After development

Before development

After development
This is the first level made to introduce the player to the core gameloop that the game is built upon. As such it gives the player more space to really roam around in and experiment to achieve their main goal of killing their owner. There are multiple hiding spots that gives the player more breathing room and relaxation where they can systematically study the room and their next approach. I worked extra closely with the 3D artist and the VFX designer for this level to leave visual hints to guide the player forward in the level without removing from the experience of being a tiny hamster.
Level 2

After development

Before development

After development
This is an extra stepup from the previous level. With the player knowing the core objectives and how to achieve them from the previous level, This level decides to toy a bit more with verticality that comes at the cost of danger. I had to test this level multiple times to make sure that the verticality was seen as a fun and engaging part of the level rather than a bothersome task that the player had to partake in and as such gained invaluable knowledge on the players attention span, how to entertain in less entertaining tasks and not to underestimate tediousness.
Level 3

After development

Before development

After development
This level took what I had learned from the other two previous levels in our development and adapted them into a new fun environment. This level really started to toy with the idea of both mastering the mechanics of the game to find shortcuts and speed within the gameplay or to take the more slow but stealthier approach. The fact that the level is way more open compared to the other levels also helped with spiking up the difficulty curve that previously had been enhanced in level 2
Preproduction
This is a look at my documentation and diagrams I created during the early stages of the development of the game. This includes the usage of multiple moodboards, UMLs, prototypes and documentations of playtests to help the development and testing of early game design.