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This project was the first big 3D project that me and my teammates have created. We were really excited at that time and the development of it was pretty fun as well since there were not many rules/constrains chaining us of what we want to create except one; it has to be based on a pitch from a public domain. In our case it was a mix of two ideas.

My team and I were pretty much on the same page while creating this project; we all knew the story of Sherlock holmes and Alice in Wonderland, so we decided to combine those to have Sherlock enter the Wonderlands.

🎯 My personal view and my team 🎯

⛓ Rules and Constrains while creating this Project ⛓

  • Based on a public domain

  • (Optional:) Use a Unity template for walking and picking up objects

 ⚒ Development 🛠

In the first weeks we've decided to come up with a storyline for our game or rather what is Sherlock (the player) doing and why or rather HOW does he enter the Wonderlands. After having settled on that I started doing some concepts for the level branches that the player will be navigating through since he will be walking back and forth to complete quests at specific locations throuhgout the "maze"

Phase 1

Phase 2

My role in this project was being the Game Designer but mostly regarding the Level Design aspect in terms of creating some necessary assets in Maya but mostly arranging the levels with every asset that our artist provided us together with mine in Unity.

After that I started doing some simple layouts of the different and important rooms to clarify everything. You can call that building the level like lego but it gave my teammates a good idea of how everything looks like in an extrem early stage. This was pretty useful since i could start working even though the assets weren't ready yet.

In the middle part of this project I started creating multipile different 3D tunnel assets which I can then later connect in Unity in order to create multipile different paths. This allowed me for some diversity in creating the paths and also the easy way to change ways within the scene since it's a big level made out of small pieces tunnel assets which is easier to adjust than having one big tunnel.

Phase 3

After arranging the level layout itself in Unity it was finally time to arrange the assets our 3D asset producer provided me. There were multipile variants of the same assets regarding shape and color and I did have arrange them in a way that the place looks alive and not to repetitive or stale. This was actually pretty fun but also time consuming but in the end it turned out pretty nice looking.

Phase 4

Compared to the other projects, there wasn't much to go into detail since the development of this project just consisted of doing few tasks which just took a lot of time. But it was still something to be proud of and I hope you enjoyed this brief overview of my game design doc. or the game itself (Link with the itch.io page above where you can download the game). 

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