
Team: 3 designers (myself included), 2 artists and 1 programmer
The aim of Heist was to make a basic stealth game in which the player would have to risk getting caught in order to steal more gold from the bank; doing so would allow the player to achieve a higher overall score toward the end. Anything the player could interact with was in color, while everything else was grey-scale. Anything harmful to the player would be red (eg. search lights) and everything the player wanted was green (eg. Money and door buttons).
Labyrinth like mazes were chosen in order to allow our artists to create basic modular hallways that could be easily reused, while also allowing designers to make last minute changes to level layouts.
A
HEIST
Theme: "A Great Haul"
HEIST was the result of a 2-day in-house Game Jam at the Academy of Interactive Entertainment, Adelaide Campus.\
My Contributions
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Wrote initial brief the game was based on
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Created artist pipeline for Unity integration
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Implementation of assets, both 2D and 3D
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UI layout and implementation
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.Fbx implementation in-engine
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Greybox and final layout of the first level
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Basic scripts in C#