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FPS True Love
Strike Jam Team 3
Blow kisses at hordes on oncoming suitors to ward them off!
Game Design/Level Design
This game was created for Sheridan Strike Jam which was a student created game jam that lasted the duration of the Sheridan Faculty Strike. We had a small team of 3 for this project so we each had a large part in the design phase. As the level designer, I wanted to push for us to develop a FPS game because I wanted experience designing a map for a first person shooter. We decided to make our game unique and interesting by applying creativity into the theming of the game but as far as functionality goes, it would play as a regular FPS game. Initially I designed a map during the game jam that felt good with the character controller and had realistic metrics to reflect a highschool campus. For SalvageJam, a game jam where you revisit a past project and continue development, I re-designed the map with more verticality using ProBuilder for Unity. This version of FPS True Love also was released with Twitch integration, allowing viewers to spawn enemies with their gamertag.
Challenges
Being fairly new to designing FPS maps at the time, the challenge I faced with the original version of FPS True Love was integrating prospect and refuge spaces that work within the high school campus environment. Because the player is faced with oncoming hordes of enemies, I wanted to provide a variety of open spaces where the player is vulnerable to enemies but also has refuge spaces that have a higher vantage point for players to escape to and get a good view of the prospect spaces. For the second wave of development for SalvageJam, I wanted to take the opportunity to learn how to use ProBuilder for Unity and redesign the map, keeping what I liked from the original map and redesigning the rest of the spaces. Luckily for us, FPS True Love received a lot of attention online, so I had access to a ton of videos to see how players navigated the original map. This helped me make necessary changes to refuge spaces that were exploitable as well as adjust enemy spawn and power-up locations. Referencing maps with a lot of verticality such as TF2 and Overwatch, I redesigned the map on graph paper from a top-down perspective then built and tested the map in Unity. I'm happy with the final map because there are a lot of open prospect areas with overlapping pathing including refuge areas, allowing the player to have a wide variety of experiences through the gamespace in a relatively contained area.
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