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Assass-Eh-Nation
Patchwork Games
A stealth multiplayer assassination game where you use environmental hazards to eliminate your target.
Game Design/Level Design
This game was based off of a concept that I had helped design for a previous game jam called 'GBCJam' in Toronto with the same team. I created and analyzed the game systems that Assass-Eh-Nation relied on to be a fair and compelling competitive multiplayer game. I created the main level and iterated through testing to balance danger and safe zones to minimize player exploitation and force players to be under threat at all times.
Challenges
This project was a challenge for a few reasons. We had to design a game that would be fun to play for anywhere between 5-100 players at any given time. This was difficult to design for. Inspired by Assassin's Creed II: Multiplayer, we designed a multiplayer assassination game where players can blend into crowds of NPC's while tracking down their target based on an image alone and eliminate them using environmental hazards. We decided that this idea would scale well with any number of players under 100, especially with a periodic appearance of a train that will manage the number of NPCs and eliminated players entering each round
Another challenge I faced was to design a map that had a balance of risk and rest for a multiplayer game that could hold up to 100 players at a time. I started by creating a layout for the map based around a unique feature, the river, that would break up the level into three large areas as well as act as a large solid hazard space. I then set some objects in the level, considering the flow of movement and constrictions I wanted. The next thing I did was start to place hazards. Then at this point I was testing the level and making adjustments to ensure there was a good balance of risk and rest areas.
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