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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
  • Team: 13 Developers 

    • 3 Artists

    • 1 Composer

    • 2 Level Designers

    • 2 Procedural Artists

    • 6 Programmers

  • 2.5D action platformer

  • Narrative driven

ASSETS & SOFTWARE USED
  • TGE (Proprietary Engine)

  • Unity (As a level editor)

  • Miro

  • Perforce

TRAILER

SCREENSHOTS

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Gabriel Henningsohn

gabriel.henningsohn@outlook.com

+46 72-357 90 50

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.

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