Alien Prospect
Isometric Top Down Adventure
Explore an abandoned lab on an isolated planet.
Slash & dash through its hordes of hostile inhabitants to claim the prized artifact that lies deep within.
Project Overview
The Team:
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2 Level Designers
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4 Game Artists
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2 Animators
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5 Programmers
Production Time:
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8 weeks half-time.
Engine:
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Unity as a level editor
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Game Engine made by the team
Reference Game:
My Contributions:
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Level Designing half of all levels together with LD colleague, switching ownership.
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Designed the final room, the "boss arena".
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Level Art.
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Member in taskforces such as environment, enemies, tools and more.
Key Highlights


Pre-Production
I started this project by doing some pen and paper sketches for the early level rooms in the game. This helped me quickly do some testing in the engine and communicate with the team what was needed.
I also helped building a mockup level for the artists that they could do a paintover on, so everyone had an early vision of what the final product would look like.
The Recurring Door
One major design challenge me and my design partner, Anna Sjöberg, decided on was that we wanted the game to revolve around a door leading to the boss arena that would appear multiple times throughout the game.
The player needs to visit different areas to find levers that would open the door. But the player would always have the door in sight through different angles and situations.






Boss Arena
I was responsible of creating the final area of the game, where the player would meet an AI core that has kept the facility in order. When the player arrives in the room everything is still and non-threatening.
But as soon as the player steps up to the core the arena turns red and the AI starts activating its defense systems, the player now has to fight through aliens, turrets and find a way to shut it down.




