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Delichess

About The Project

My Contribution:

  • Coming up with the overall ideas in a small taskforce.

  • Unity implementation.

  • Puzzle iteration.

Production time:

  • 8 weeks half-speed = Around 160 hours.

Engine:

  • Unity

The team:

  • 3 Level Designers

  • 4 Graphic Artists

  • 2 Animators

  • 3 Technical Artists

  • 6 Game Programmers

The game got the rookie award for best mobile game 2023.

RookieAwards-GOTY-Winner.png
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Level Design Process

The core gameplay was heavily inspired by other mobile puzzle games and brings a new table of contents for this style.

Using tools in Unity

the programmers set up a tool to create the levels in unity where we could change what type of block where used on a grid. To the right is an example of how I reset the maps after creating them to get a clean slate for the next.

I was the one responsible for getting every level playable within this grid and worked closely with Lovisa Wirtén to create these maps.

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Puzzlecreation

Since we started of with an isometric view of the puzzles, we created them in triangular grids.

This level is created by Lovisa Wirtén which I then put into Unity to test the slopes.

Closing thoughts

Delichess was a project with a lot of passion. I still remember the first days of the project where we intensely thought about how to make a good puzzlegame. As the second project on TGA it was an important learning experience in how to create assets and levels while using a pipeline. 

The best part of making this game was iterating deeply on puzzles and how different solutions occured while testing, making us question our very intent with the design.

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