Lost Labyrinth

One of my favorite accomplishments to this day has been my work on the small-scale video game Lost Labyrinth. This was a project built from scratch utilizing the Unity environment. This was a group effort split among 5 developers. Within the span of ten weeks, we built a 3D puzzle platformer with 3 intricate levels of increasing difficulty.

The purpose of this project was to understand how to build within the Unity environment while also building upon basic video game design principles. Positive and negative reinforcement loops, being able to gauge difficulty, as well as building a multi-level game

This was an especially fun project due to my aspirations, I want to develop games as a full-time position. This was a fun way to take an idea and see it come to fruition from concept to product.

Synopsis

Lost Labyrinth is a 3D puzzle platformer game that takes place in an ancient ruin. Theo, our protagonist, fights against traps and obstacles in the ruin by solving puzzles to escape with the treasure promised to any explorer who can best the ruin.

Lost Labyrinth is a game based off of lore handed down through the centuries. At the beginning of the game, we get to see how the ruin came to be and why our young protagonist is after finding this ruin.

Timeline

  • Giant & Dwarf War after a time of peace
  • A bedtime story passed down through centuries 
  • Our young protagonist Theo, sets out to discover a piece of this civilization

During this project, my duties included environmental design, scripting, puzzle design, and cutscene animation. This was a many-hats position, trying to learn the basics of scripting as well as the principles of animation and proper environmental design. Of the three, I think both environmental/level design, as well as cutscene animation, was my favorite and best contribution to this project.

Setting cameras for our opening cut scene

Overall, for beginner exposure, this was a great isolated project that has led me to further my Unity experience. I loved our cohesive theme for the game and our aesthetic really allowed me to dive into the fundamentals of good game design.

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