TanuKey
ABOUT
TanuKey is a third person puzzle adventure game where you must complete small diorama-style puzzle levels
in order to claim the Oni's treasure.
This was a graduation project developed over 8 weeks at The Game Assembly using our own 3D and script engine, Ugnen.
DETAILS
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Genre:
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Level editor:
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Engine:
Puzzle Adventure
Unity
Ugnen (in-house)
MY WORK
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Level Design
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Level Scripting
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Technical Design
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System Design
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UX Design
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Level Design
When designing the core loop of the game we decided to have a very open minded level design, where
Level Scripting
The scope of our game loop was quite low, so we only had a handful of important level mechanics.
I scripted these with an arbitrary number of levels in mind, to be scalable and re-usable so we could use them in new creative ways by only tweaking a few variables.
My most notable level scripts:
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Moving platforms/gates
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Buttons that interact with other mechanics
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Destructible bamboo walls
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Chests that teleport the player between levels
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Coin and key collectibles that can be picked up
Script controlling all movable platforms in the game
ImGui menus for cheats or tweaking metrics
Technical Design
I spent a lot of time working with other disciplines on pipelines and engine features to make sure we as a group had all the tools necessary to achieve what we wanted with the game.
Examples of features I requested and used:
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A "message" system to allow easy and consistent communication between scripts
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ImGui scripting capabilities, to be able to script dev tool menus for my design colleagues
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System Design
I was in charge of scripting some of the fundemental systems to support the gameplay loops. Most notable:
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An "overworld" hub level that keeps track of score and acts as a gateway between levels / endgame
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A save/load system for persistent data between game sessions
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Locomotion set-up for the player character to blend animations nicely between different player states
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Cinematic system and a main menu with menu states
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A player state machine with different input rules for different situations
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A "fallback" pathfinding system for AI to not get lost while trying to reach a patrol point
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UX Design
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Level info panels
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PROGRAMMING
Andy Stråhed
Hjalmar Danielsson
Ludvig Jare
Simon Eriksson
Lukas Hull
TECHNICAL ART
Robin Andblom
Valdemar Nyhlén
LEVEL DESIGN
Jacob Tjernström
Noel Toivio
Simon Isacsson Andersén
ANIMATION
Lina Einebrant
Max Larsson
ART
Emma Hugin
Fredrik Ämting
Simon Eimersson
MUSIC
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