@ GameSpace 2015 Exhibition, University of Applied Sciences | ||
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HIGH.LIGHT
A luminescent world invites you to explore a circular, colorful platform surrounding a tall column. Stepping on the platform causes it to spin and every step you take changes the platform permanently. Your only escape is reaching the top by maneuvering your way around the fragments of the platform. Each new stage excites you with different colors, visuals, and beats.
PROJECT INFORMATION
Project Duration: 5 months
Production Date: 2014-2015
Team Size: 6 people
Platform / Engine: PC, Unreal Engine 4 / Blueprints
Project Task: Create a playable game using Unreal Engine. Use 10 different types of game objects or fewer.
MY PART
Concept, Interface, Music
I worked on the ideation of the concept and tested possible game mechanics. Furthermore, I designed the interface, part of the feedback sounds, and the changing background music varieties.
WORKFLOW
At the beginning of the ideation phase, we tested different game mechanics. Based on a simple idea, we decided to create a game with an arcade character. The player controls a little geometric figure that tries to climb up a column, while the fragmented ground around the pillar rises up to a specific height when touched. Step by step the player climbs up and collects objects to reach the next stage. Some fragments sink from time to time, so the player can't reach them and need to be reset by hitting certain pieces.
Scribble - Idea with Element in the Middle
Ideation Phase - Notes and Scribbles
Ideation Phase - Notes and Scribbles / Pattern as Level
Scribble - Idea with Element in the Middle
Group Meeting - Discussing Level Layouts
Early Prototype
Group Meeting - Evaluation of Ideas
Group Meeting - Discussing Level Layouts
Due to the constraint of not using more than ten game objects, we wanted to create a level that could be built with few game items as possible. Our artist Felix created particle systems and interesting animated materials to make the objects appealing and give a feeling of variety, thus reducing the number of items used in the game.
Based on Felix's design I created a simple interface which was implemented by our programmer Sophia.
Start Screen and Highscore List
Beore Game Start - Design of Stage One
Start Screen and Highscore List
Screen with Controls
Interface while Playing
Screen with Controls
In the last phase of the production, I had time to create music for the game. Based on the arcade-inspired art style I made 4 different electronic tracks that reflect the impression of each level and its difficulty.
SUMMARY
HIGH.LIGHT was created in 5 months from 2014 to 2015. We had a strict time schedule and milestones. This created a good work environment in which we were motivated to work efficiently. In this project, I learned a lot about digital prototyping and a new way to approach game mechanics. One of my responsibilities was to create the background music. For the first time, I created electronic music for a game and experienced the influence it has on how the game is played.