


GHOST IN THE SHIELD
A 2.5D NARRATIVE ACTION PLATFORMER
SCHEDULE
12 WEEKS HALF-TIME
TEAM SIZE
14 DEVELOPERS
RESPONSIBILITIES
LEVEL & GAME DESIGN
GAME ENGINE
TGE
SUMMARY
INTRODUCTION
Pursued and dismembered by the corrupt police force, you find a talking prosthetic shield-arm and forge a symbiotic alliance to topple your dystopian city from the ground up by deflecting, attacking and navigating platforms all the way to the top.
REFLECTIONS
This was the third game project during my time studying at The Game Assembly. Our task was to create a platformer game. This was the first game where we used TGAs own proprietary engine TGE but still used Unity as a level editor as TGE did not have a level editor.
My role in this project was mainly level design but also general game design. As this was the first game in a proprietary engine it was a change of pace compared to the first two projects. The pipeline to create levels changed completely but it was a fun new experience and challenge to tackle. We in level design had to keep in contact with the programmers a lot to be able to keep a playable build of the game to playtest and iterate on our levels.
In conclusion this project continued to teach me how important cross-discipline communication is during game development.
BREAKDOWN
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Team: 13 Developers
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3 Artists
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1 Composer
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2 Level Designers
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2 Procedural Artists
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6 Programmers
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2.5D action platformer
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Narrative driven
ASSETS & SOFTWARE USED
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TGE (Proprietary Engine)
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Unity (As a level editor)
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Miro
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Perforce