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SUNDOWN

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Sundown Trailer

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Follow the Journey of 2 brothers as they try to find each other amidst a series of deadly traps in a simulation.

DESIGN PROCESS
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Inspiration and References

We wanted to simplify the amount of systems we had and find a way create a grid-based  puzzle game that would be challenging for the player and incorporate an engaging story line between the 2 main characters in the game.

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Puzzle
Solving
Discovery
Achivement
Design Pillars

​The Key Design pillar that the game would have would be puzzle solving as that would be the main way that the player is able to achieve the player fantasy of accomplishment and by having the design pillar of discovery, we can draw the player deeper into the game by introducing new mechanics for the players to learn and master. 

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Player Fantasy

The player fantasy encapsulates what is fun for the player. In our case, it would be the sense of Achievement where the players feel accomplished and proud of the puzzles they solve. This would be done through several levels, Solving the puzzle to get the collectible, solving the puzzle to advance in the level and finally solving the puzzle to return and find their missing sibling. 

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Storyboarding

Being inspired by Arcane because it was a series that was airing during that point in time, we tried to recreate the story. We then used the template of the Hero's journey and tried to create a character Arc for the Older brother Tom (To learn to forgive his younger brother) and the younger brother John (To learn to be competent)

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Mechanics Exploration

We then tried to explore the possible mechanics to be played within the game with the guidance of our lecturer, Jonathan. We discussed the progression within each step of the game and how we can differentiate the 2 brothers apart from each other.

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3D Modelling

Based on the Mechanics that we had, we listed the amount of assets we might need for the game such as the floor tiles, the end tiles, the enemies, the players, the doors etc, I then used substance to texture the 3D assets

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Level Design

Using the game engine that has been created by the tech team, we then tried to recreate the game within the game engine.

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Prototyping

Using the game engine that has been created by the tech team, we then tried to recreate the game within the game engine.

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Playtesting

We then play tested the game with various individuals and made improvement on the game based on the feed backs that we received. We had used google forms to get a gauge on the effectiveness of the controls and the possible improvements in the

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Polish

We then play tested the game with various individuals and made improvement on the game based on the feed backs that we received. We had used google forms to get a gauge on the effectiveness of the controls and the possible improvements in the

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