Teehee's Revenge
Overview
Teehee's Revenge is a 3rd person Action/Adventure shooter set in a space station, where you play as a Space Ape using a cute Baby Ape to fight enemies while causing mayhem. The baby is able to fire laser beams from its eyes. However, excessive use of the baby's abilities will stress it out and cause it to run away. Players must manage between using the baby's abilities and keeping it calm.
The game was prototyped in Unity before being transferred to a custom engine. My role in this project was being the environmental artist as well as the level designer. Most of the props were made and textured by me in Blender and Substance Painter.
Responsibilities
Game Design
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Helped to come up with the main mechanics
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Designed the Level
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Helped to design the inventory UI
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Art Design
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Created majority of the environmental props in Blender
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Textured them in Substance Painter
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Designed several of the cutscenes in Photoshop
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Designed the main character and baby
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Audio Design
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Helped audio lead find sounds
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Created the Boss Theme and Main Battle Theme
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Ideation
Our game went through many chances, first from a mech-game, to an aerial dogfighting game to finally, a wacky sci-fi action third person shooter.
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We decided to experiment with the baby as a living weapon system. The baby would have a mind of its own. While being a powerful tool, the baby could easily become afraid. It was up to the player to keep the baby calm while blasting through hordes of enemies. This mechanic adds a new dynamic to the game by mixing in management, shooting and caretaking. It was also a hilarious sight to see the baby jump out of your arms and run away in fear.
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We also had plans to include three different baby apes that you could use, each with their own unique ability. However, we decided to stick to one due to time constraints.
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Lastly we made the main characters apes because the game is a spin off from the Lunarnaut games that me and one other team member created.
Level Design
Ideation of the level began in Figma. We originally went for a more linear style of level design. As the player progressed through each room, they would encounter new enemies and be taught on the new mechanics of the game. The size of the level had to be contained, as we did not know if our custom engine would be able to allow for a bigger level.
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Hidden paths via the vents that players could travel through were added so as to prompt the player to explore. There was also a large cafeteria where the players could fight waves of enemies and let loose with their abilities.
Eventually, we did a revamp of the level. We added areas with verticality in the server room to give a variation in the terrain and implemented more chokepoint so that the player was incentivized to use the laser eye more, the baby's primary mechanic. We also added props that would allow the player to hop from one object to another, just like a monkey would. The addition of turrets and electric floors was also implemented so as to give the player more of a challenge.
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For the boss level, we decided to make it a basic cube with hidden doors in the wall. At certain stages of the boss fight, the walls would open up and enemies would spawn from that location. The simple design of the boss room betrays the sinister danger of the boss.
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Modeling
Modeling was done using Blender and textures were applied in Substance Painter. We went through several versions of art styles before deciding to stick to a simple two toned theme. Below are some screenshots of the game where my models are featured.