Tia's Voyage was created by a small team for the Advanced Games Development module (AGD). This was one of the most enjoyable projects to work on, as each team member was chosen for their skill and work ethic, and everyone had a say in how the game would be developed. The initial concepts were created during group discussions, which I then put on paper to help give the team a reference document. I created the level layout maps for all of the originally proposed sections, as well as the refined layouts after we went through and re-evaluated our scope to fit within the time-frame we were given. I then moved on to work exclusively on the Temple in Unity, both the layout, mechanics and overall visual style for the entire area, and saw that through from block out to final game build.
The painting contains the order the buttons need to be pressed to open the door.
The green spots represent mushrooms that glow when approached to help navigate.
a combination of the two previous maps into one puzzle.
level flow maps for the unused volcanic cliff area. The blue line is player path, green platforms move, red platforms fall away.
level flow maps for the unused volcanic cliff area. The orange circles represent blasts of fire the player must avoid.
level flow maps for the unused volcanic cliff area. The ochre colour represents sulphurous cloud that moves across the level, putting the player on a timer.
The red squares are parts of the floor that fall away, the green arrows indicate moving platforms, and the red circles are fireball shooting statues.
The gold squares are blocks that can be moved, with the centre square puzzle requiring a specific combination of coloured blocks. The blue circles represent water spout statues that block player movement.
The revised and combined cave level for the game build. This was further changed when the cave area was handed off to the other level designer, so I could focus on the Temple.