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Heavenfall
 

                                                                                                         Shoot-em Up

PROJECT OVERVIEW

The team:

  • 2 Level Designers

  • 4 Game Artists

  • 3 Animators

  • 5 Game Programmers

Production time:

  • 8 weeks half-speed = Around 160 hours.

Engine:

  • "Tiled" as a level editor

  • Game Engine made by the team

My Contribution:

  • Level Designing all levels together with LD colleague, switching ownership.

  • Level Propping / Level Art

  • Lighting all scenes

  • Member in Sound task force

  • Member in gameplay task force

Trumperters
 

                       "Life is a cage and death is the key. Battle your way through the horrors of the heavens to earn your warriors death."​

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Our group logo

                                             The game on itch.io

My contribution and thoughts

It was extra interesting since there were only two level designers, I was used to at least three before. In addition, we made the levels differently than I had become accustomed to. There were a lot of sicknesses between me and the other level designer at the beginning, so it was almost too hard for me. There were occasions when only one of us made the levels. Since the other one was sick.
 

 

In time, it improved and even became easier, which made understanding and making levels easier. Making them easy to begin with, then making them more difficult and challenging as time goes on. You'll have to keep track of more things and more enemies at the same time. Especially when fighting big bosses.

 

After I got the hang of it, everything seemed a lot simpler.

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PROJECT SHOWREEL

Feel free to scroll through the images to view our process and in-game scenes that I have been a part of.

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