Lunarnauts: Escape
Overview
Escape is a spin off from the original Lunarnauts game and is a project that me and my friends created for Game Design 2 Module. Escape is a 3D exploration game set within a space station. The goal of the game is to find an escape from the station. It features ragdoll physics and a beautifully designed set piece. The game was made using the Unity Game Engine.
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My role in this project was serving as the level designer as well as the prop placer. The game was extremely fun to make as we saw how our ragdoll ape would interact with the environment. I also provided some voice lines for the game.
Responsibilities
Game Design
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Designed the main level
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Saw to the placement of props within the cargo room and lobby
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Looked for and provided sound effects within the game
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Playtested the game
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Level Design
For the ideation phase, I decided to start with a mood board so as to plan out the design of the level. We based much of the design on existing space stations such as the ISS so our level would have to feature a lot of tight corridors.
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After gathering enough images and references for our mood board, I then started listing out the type of rooms we wanted our player to be able to enter. We eventually came up with 5 rooms and connected them together using a series of narrow corridors. There was a golden path for the player to follow and I also left hints such as indicator lights and camera transitions to guide the player.
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Our level also features slight back tracking. When the player enters the lobby, they would approach the door leading to the power station and be locked out. They would then return to the storage section to retrieve a keycard to open the door.
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I also populated the lobby and storage sections with a variety of props and pushed for the inclusion of the observation deck as well. Aside from population, I also created custom colliders for some of the props. For example, the shell originally could not fit in smaller items due to the mesh colliders. I edited the colliders to be able to accomplish this. When the player knocks or pulls the shelf over, it will spill out smaller contents, which would further immerse the player within our game.
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