Oxydive

Level & Mechanics Design

On Oxydive, my responsibilities included:

  • Designing the arena – greyboxing in Blender and Unity, playtests and repeated iterations, involved communication with 3D Artist
  • Implementing gameplay pieces in the arena with tools provided by the programmer in Unity
  • Designing the core mechanics and UI with my fellow designer
  • Video editing gameplay footage

The Arena can be divided into three parts vertically.

The Upper Level is where the players and the ball start out at.

The Middle Level is where the majority of the gameplay takes place. It is shaped like a torus, with 4 tunnels connecting it to the upper level and one big tunnel on each side that form the Lower Level.

The Lower level is intended to be a one way pass back towards the Upper Level using currents.

These currents are not only in the Lower Level, but shape high level gameplay on the Middle Level as well:

Topview Currents
Sideview Currents

Players must find oxygen to keep playing, which appear as bubbles throughout the map. They move along the currents and have their own variables per current for the speed they gain compared to the players.

Gameplay Video:

Downloads

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