DEMISE
Game / Level Designer
A 360° first-person shooter
Summary
Demise is a 360° first-person shooter created in 48 hours by a team of three developers during Nordic Gamejam 2016. I was responsible for the design of the mechanics, narrative, as well as the level design itself. The game's design was inspired by old school shooters, and it's aesthetics were based on those of PS1-era games. In Demise, the player needs to escape a space station before its hurled into the sun. The level has no gravity, with the player being required to shoot forwards or backwards to propel themselves in order to navigate the level.
The most notable thing about Demise is that the player can see everything happening around themselves. While we first thought this would be too disorienting or nauseating, it actually turned out that players would focus on the center of the screen, while the rest acted as peripheral vision, always allowing them to see their next target; this allowed us to spawn enemies behind the player, which normally isn't the case in most first-person shooters.
Demise is a 360° first-person shooter created in 48 hours by a team of three developers during Nordic Gamejam 2016. I was responsible for the design of the mechanics, narrative, as well as the level design itself. The game's design was inspired by old school shooters, and it's aesthetics were based on those of PS1-era games. In Demise, the player needs to escape a space station before its hurled into the sun. The level has no gravity, with the player being required to shoot forwards or backwards to propel themselves in order to navigate the level.
The most notable thing about Demise is that the player can see everything happening around themselves. While we first thought this would be too disorienting or nauseating, it actually turned out that players would focus on the center of the screen, while the rest acted as peripheral vision, always allowing them to see their next target; this allowed us to spawn enemies behind the player, which normally isn't the case in most first-person shooters.
Learning Experiences
- Great ideas are best cultivated with the help of others, no matter how small they might appear.
- Always try to experiment or try out new things, even if the timespan is short.
Details
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Responsibilities
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