Game Info:
  1. Create a game that contains most of the elements one might find a game demo.
  2. Create a game that is about a 5 minute experience.
  3. Create a game that rewards the player for taking advantage of stealth.
  4. Finish the game in no more than two months.
General Info:
  • Title: Tower Escape
  • Platfrom: PC
  • Genre: Action, Shooter, 3rd Person
  • Programming Language: C#
  • Development Time: ~2 months
  • Engine: Unity
  • 3D Assets: Autodesk - 3ds Max
  • UI: Inkscape, GIMP

    You made you way up to the 178th floor. Now you're on the final push to getting out of this tower. This floor is still unaware of your presence, so you can either sneak your way out of here, or go guns blazing. These enemies are well trained however, so going guns blazing might not be in your best interest. Also, remember to use your radar. It can be a life saver in tricky situations.

Post Mortem:
What Went Right:
  • I was able to hit my deadline accurately.

  • I succeeded in making the game a 5 minute experience.

  • I was able to implement stealth in a way that makes the player feel like they are rewarded for taking their time sneaking through the level.
What Went Wrong:
  • At the start of the project, one of the systems I wanted to put in was an enemy radio chatter system, but later in the project's development I realized that it would add too much development time to the project's development, so the system was scratched.

  • Something I wanted to improve upon was the way glass breaks in the game. I wanted glass to break in chunks as opposed to the whole piece breaking from one bullet. After working at it for a few days, I decided that investing time into adding features external to glass would be more beneficial to the project as a whole, so I kept it as it was.
What I Learned:
  • I learned how to better design AI to behave in a more realistic, and yet enjoyable way, in relation to their surroundings and to the player.

  • I gained deeper knowledge of Unity's animation systems, which in turn, gave me a deeper understanding of how I could make my own animation systems better.

  • I learned ways of how I can blend different sections of a level more smoothly, and without breaking the immersion of the player.