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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

  • Problem solving

  • Researching & application

  • User testing

  • Figma prototyping

Project Objectives

  • Learn the process of creating 3D asset creation in Blender

  • Develop Unity engine knowledge and C# coding

  • Experiment with AI navigation

  • Experiment with UI display from buttons and gameplay status

  • Create in game accessibility setting and how to implement basic features

What went well

  • I was able to achieve my project objectives

  • The sense of fear and unknown worked well being based in a pitch-black environment

  • I was able to bring in assets created from different sources and integrate them into the game

Challenges

  • Navigating the game engine and applying C# code in a new project compared to following a tutorial.

  • Researching how to create accessibility features was really hard to apply into the project from a lack of understanding of the coding tools available

  • Assessing size of variables such as speed for both enemy and player

  • 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

  • Certain aspects of the game created hardship such as exploring the maze to find one gem at a time and having an undefeatable enemy

  • Some aspects of the game had to be adapted after a corrupted project file which lead to altered design

Learnings, outcome and improvement

  • What is considered to be the gaming experience to the developer maybe different to the player

  • A gem navigation arrow was introduced to build guidance and more comfort to players without taking away from the survival experience

  • I was able to create a visual accessibility feature that changed font style as well as a pause feature

  • 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

Are you ready to play Labyrinth?

Points of Interest

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