Game Design


Archaos

Archaos is a first person shooter game, utilizing a low poly style and environment. This game was developed by Thomas Lower and I (Jacques Moss), with the idea and process being fully created and directed by myself. Our game utilizes a unique skill-based, modular spell system that is controlled by the movement and position of the mouse cursor and the fast paced gameplay is driven by the competitive 5v5 multiplayer gameplay. The following page will describe the decisions and processes involved in the development of the game, balancing competitive and casual gameplay and the exact choices used for the implementation.
A bird sitting on a nest of eggs.
A bird sitting on a nest of eggs.
Whilst designing the game, important care was taken to ensure that the polygons on the low poly models were consistent. This was to maintain a level of consistency between every model that is implemented in the game. Whilst developing the turn around for the character, I utilized artificial intelligence to modify my original drawings for the wizard. This made the style consistent with the low poly style recorded in the game design document, matching the models for the environment. During this process, AI was found to be useful for specific placement of vertices on the polygons in the drawing. These drawings translated well to a 3D model using Maya with no additional use of AI other than the concept art. To follow the concept art and achieve the design, a combination of quad drawing and individual movements of vertices after triangulation was what caused the accuracy among the polygonal design.
A bird sitting on a nest of eggs.
This map was designed from concept art to production with the importance of congregating players and facilitating a competitive atmosphere with a clear goal. Clash points were utilized throughout the map in order to have areas that are distinct and engaging, allowing for navigation among the map and conflict to prevail easily. Different passageways and usage of choke points and flanks were also considered when designing the map formation.
A bird sitting on a nest of eggs.
A bird sitting on a nest of eggs.
A bird sitting on a nest of eggs.
A bird sitting on a nest of eggs.
A bird sitting on a nest of eggs.
A bird sitting on a nest of eggs.
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Level Design for a Real Time Engine

This was a prototype of an initial map design for a First-Person Shooter game in a magical environement utilizing a low poly style. This was created for my real time rendering unit, where I experimented with different effects utilzing shaders, particle systems and post processing. Everything in this scene was created by myself utilzing Maya, Substance Painter, Unity and Photoshop.