Critical Mass

Tactical Unit Control Game 

Master the swarm

Control one or more swarms and deploy them in different parts of the level.

Choose your tactics

You always have different options on how to meet a challenge.

Specialize your units

Transform parts of your swarm into special units to gain more advantages.

Use your environment

Use the walls to sneak up behind your enemy. Dig tunnels below obstacles or blow them up.

Project

This game was developed as semester project at
HTW Berlin (2014/15)

Theme

Unreal game with not more than 10 different objects

My Job

► Level Design
► System Design

Time frame

300 hours

Engine

Unreal Engine

Level Design

Level Concept

I was responsible for the design of all four levels in the game. In each level the focus is laid on different challenges and a progress in difficulty.

Level 1 - Learn to survive

Players learn to use the core mechanisms here, but find challenges to master their skill also, when replaying it.

Level 2 - Choose your Path

A lot of choices challenge players to develop individual tactics in this level.

Level 3 - Manage your squads

The level structure calls for a more elaborate way to manage all units.

Level 4 - Master it All

In the biggest level of all, players are invited to combine all their knowledge to reach the final gate.





Prototyping

Beginning with an analog prototype, I designed different passages of the game as pen&paper prototypes and implemented them in gray box levels in Unreal Engine.

Level Scripting

I created blueprints to generate wall assets for faster level building without having to touch every single stone in the level.
I was responsible for scripting all level interaction too, such as the gates, switches and breakable walls.

Environment Design and Lighting

Together with the environment artist in our team, I worked on the development of the general look of the level. I was in charge of the transfer of the concept art into the game, and for the lighting and visual fine tuning of the levels.



QA and play testing

Together with another team member, I made play tests and analyzed the level to fix bugs and flaws and to optimize the player experience.

System Design



Puzzle design

While designing the levels, I also developed the puzzles in this game.I worked with pen&paper prototypes to figure out connections of switches and gates that pose a challenge without being frustrating.

I used Unreal Engine's visual scripting language to implement the puzzles



Combat design

I assisted the system designer of our team in developing the combat mechanism of our game. We did a lot of prototyping to simulate different fighting scenarios.