Deliver food safely into bunks as a Recruit without getting caught by your Sergeants!

Timeframe
2024 - 8 weeks
Client
School
Tools
Unity, Photoshop
Role
Prototype, Design
I focused on the game balancing, level design, programming the minigame, some of the objects' animations, and parts of the enemy AI.
Level Design

The chart is the general rule of thumb diagram I followed based on level progression and pacing. The lower intensity parts were meant for introductions and safe zones, to allow the player to learn or refresh. The high intensity parts are when difficulty is at its highest and players require more focus at these points.

The images above are some of the inspiration I drew for the level design. The environment should make sense to immerse players into the game.
Key features:
- Stealth movements
- Hacking minigame
- Noise mechanics
Takeaways
What I did well was balancing the game and overall level, with a good level pacing, allowing players to reset and walkthrough the levels their own way.
What I could have done better was probably in the art and animations, making the UI and other indicators clearer (such as food items, lighting).
The key takeaway was designing a stealth game that encourages player freedom to succeed. Hence, I designed multiple ways the player can move about, combining the player's movement, enemy AI, and objects within the level. The final product is a challenging, yet rewarding stealth game, with unique AI behaviours.





