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Delichess
About The Project
My Contribution:
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Coming up with the overall ideas in a small taskforce.
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Unity implementation.
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Puzzle iteration.
Production time:
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8 weeks half-speed = Around 160 hours.
Engine:
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Unity
The team:
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3 Level Designers
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4 Graphic Artists
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2 Animators
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3 Technical Artists
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6 Game Programmers
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.
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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