top of page
Top

Cyber Rescue: Virus Eruption

ABOUT

Cyber Rescue is a fast-paced 80's inspired synthwave arcade racer featuring intense and rewarding gameplay.

This was our first 3D game and was developed over 8 weeks parallel with developing our in-house 3D engine, Ugnen.

DETAILS

  • Genre:

  • Level editor:

  • Engine:

 

Arcade Racer

Unity

Ugnen (in-house)

MY WORK

  • Level design

  • Game design

  • Engine feature design

  • Editor tools in C#

wbQgA1ZfKl.png

Whitebox in Unity

Level Editor

 

We built our levels using Unity. This was a project we made parallel to creating our own 3D engine, so we needed a level editor that was easy to use, customizable, and easy to export level data from.

With Unity our tools programmer could create editor scripts to export data to the engine, and I could create level design tools to improve our workflow.

Design Focus

 

My main focus for this project was to iterate on the second-to-second loop and make sure the game felt snappy, intense and rewarding.

 

Level design-wise this meant placing pickups in meaningful locations where the player was constantly faced with risk vs reward.

Game design-wise I put a lot of effort into making the pickups feel rewarding to collect. I designed the audio to make small pickups play incrementing sound effects following a chromatic scale, while the big pickup explode with rewarding sound and particle effects.

This made the players want to collect pickups in a sequence, and allowed us to control the level flow.

Mockup.png

Mockup showing pickups

Billboard_Example.png

Spline (green line) leading the player

Design Problems

 

The game is played "on rails", meaning the game follows a fixed route while the player can only navigate vertically and horizontally relative to that route.

This came with some design problems. How do we telegraph to the player that they can't stray off from the path? What happens when an object blocks the player from the camera view?

A lot of my workload went into combating design issues like these and making sure that if we couldn't eliminate the problem completely, we could keep the player so occupied with focusing on the goal and having fun that the problems wouldn't break their immersion.

Spelkonditoriet
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

Mitch Murder

bottom of page