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Labyrinth Game Design
Project Summary
Labyrinth was created as my first personal project in the Unity Learn Junior Programmer Pathway course. I wanted to create a survival game using my interest of history and mythology. Also I liked the idea of there to be a puzzle element of navigating an unknown area. A darkened maze would be perfect. The idea of collecting gems whilst being secretly tracked by the enemy sounded exciting.
Skills used
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Problem solving
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Researching & application
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User testing
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Figma prototyping
Project Objectives
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Learn the process of creating 3D asset creation in Blender
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Develop Unity engine knowledge and C# coding
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Experiment with AI navigation
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Experiment with UI display from buttons and gameplay status
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Create in game accessibility setting and how to implement basic features
What went well
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I was able to achieve my project objectives
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The sense of fear and unknown worked well being based in a pitch-black environment
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I was able to bring in assets created from different sources and integrate them into the game
Challenges
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Navigating the game engine and applying C# code in a new project compared to following a tutorial.
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Researching how to create accessibility features was really hard to apply into the project from a lack of understanding of the coding tools available
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Assessing size of variables such as speed for both enemy and player
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Balancing the intended emotion of suspense versus player frustration or boredom. This was discovered after watching my personal mentor game tested the prototype and giving a more critical evaluation compared to family and friends
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Certain aspects of the game created hardship such as exploring the maze to find one gem at a time and having an undefeatable enemy
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Some aspects of the game had to be adapted after a corrupted project file which lead to altered design
Learnings, outcome and improvement
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What is considered to be the gaming experience to the developer maybe different to the player
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A gem navigation arrow was introduced to build guidance and more comfort to players without taking away from the survival experience
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I was able to create a visual accessibility feature that changed font style as well as a pause feature
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If I were do to the project again I would implement a randomised maze layout to create a more mysterious and enjoyable experience. To further this I would also have the maze set out circular rather than box shaped to add to this while allowing player more opportunities to escape
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