Game Design Review: Planet Unknown
- Aug 16, 2020
- 1 min read
Myself and my classmates are now heading into the production stage of our major projects and have been receiving feedback on our industry pitches and recommendations for the future of the project. I'm happy to say that Planet Unknown has been approved for major production and has received some excellent advice.
Some of the recommendations we received from our teachers included incorporating more verticality into the games level design. This will allow for a more innovative use of world and screen space, as well as create more interesting traversal and environments. We were also encouraged to experiment with different concepts to pin down Planet Unknowns art style and build an environmental story for the strange and mysterious planet the player will be traversing. Within this environment we were also given the recommendation to implement more power ups with a dual purpose in both combat and environmental puzzle solving.
Taking all the aforementioned feedback on board, my team and I excited to create and implement a player experience that incorporates intriguing puzzles, engaging game play and fun mechanics. To achieve this we are currently researching and concepting ways we can expand on the feedback we've received. One way we have been applying this advice is by developing a story for the alien occupants of Planet Unknown, and have been concepting ways we can tell that story through each environment where the player will discover it.



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