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game design - abstract extract

GAMEPLAY MECHANICS
SPRITE ANIMATION
LEVEL DESIGN
UNITY PHYSICS
USER EXPERIENCE
SCRIPTING IN C#



the problem

The rapidly growing gaming industry offers a wide range of games, yet there is a shortage of 2D platformers that focus on complex player mechanics while remaining accessible. This presents an opportunity to create a fun, mechanically rich 2D platformer.



objectives

Create a 2D game centered on player dynamics, combining engaging, complex mechanics with an enjoyable and straightforward user experience. Balance fun and challenge, offering depth without overwhelming complexity, and ensure players can easily explore different dynamics.



solution

A 2D platformer game named 'Abstract Extract'. Abstract Extract is a fast paced and color filled 2D platformer game. The focus of abstract extract being more focused on player mechanics over narrative.



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sprite design: hero

The design of the hero sprite for abstract extract was defined by two main ideas, visual appeal and simplicity.

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game mechanics: hero

The hero is a round character that has the ability to move left and right, jump, shoot enemies and grapple from elements of the environment to move around. The hero has an aim bar that moves in an orbit around the hero, aiming at the mouse cursor. The movement has been defined with the intention of creating a quick and dynamic player experience.

sprite design: enemies

The enemies were designed with a focus on the visual appeal of their appearance. with each hit of damage an enemy takes, more colour is added to their appearance. alongside shows the progression of the enemies appearance after damage taken. Some of the enemies have been designed so they are harder to see (and hit) when they are are their last helath point. Once an enemy is defeated their color is added 'back' into the environemt which adds to a cohesive playing experience.

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game mechanics: enemies

If the hero moves within a certain distance of an enemy, the enemy will start following the hero. If the enemy makes contact with the hero, the hero loses and needs to restart the level. enemies have 3 health points each.

Once an enemy is hit with a bullet their appearance will change color indicating that it has been hit. The restarts instanly after an enemy touches the hero, this keeps the experience quick and continuous.

Environement design

The enemies were designed with a focus on the visual appeal of their appearance. with each hit of damage an enemy takes, more colour is added to their appearance.

alongside shows the progression of the enemies appearance after damage taken. Some of the enemies have been designed so they are harder to see (and hit) when they are are their last helath point.

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Building and scripting

The game was developed using the Unity real-time platform, with C# scripting done in Visual Studio Code and integrated into Unity. All aspects of the build were focused on creating an enjoyable and dynamic user-experience to define gameplay that is easily accessible.

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User interface

the user interface design is aimed at defining a simple and easy to navigate the user experience. Each element that can be interacted with has a resting,pressed and hover state allowing the user to easily navigate through the interface of the game.

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intended audience

The intended audience for the game are all those who enjoy 2D platformer games which are more focused on player dynamics and user experience as opposed to game narrative. The solution is intended to allow users to slot in some play time in between their daily routine.



Abstract Extract - gameplay

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dylanlanser@gmail.com

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@dylanlanser

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+27 76 542 4549