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Gravity Contractor

Student Solo Project, Made with Unity.

About The Game

Gravity Contractor is a 3D Spatial Puzzler where the client's wish is your command. Fire your gravitron projectiles at ships to send them out of orbit, and into other orbiting bodies. 

I created this project for a class called GAT316 during my final semester at DigiPen, where we were tasked with making a single, portfolio-worthy game by the end of the semester. Other requirements were fairly lax, but we were judged on the fun and usability of the experience as a whole, like we would if we were to release the game to consumers.

This Solo Project is a good example of my competency with...

  • 3D Level Design

  • Systems Design

  • Feature Design

  • UI Design

Project Goals

I didn’t have a clear direction for the project initially, but I knew that for my final semester I wanted to get more experience working on 3D games and creating levels for them. However, I was also facing some of the worst time constraints of my life, handling both 17 credits and 15 hours at my internship every week. For the sake of time, I decided to explore games that did not require a standard 3D character controller, because in the past I have found Unity’s default version to be difficult to customize. 

Process, Rationale, Lessons Learned

I started development like I usually do, with a simple set of mechanics and the intent to build up. The gravitational zones came first, followed by the player's aiming controls, but as I did so I made the unfortunate mistake of not considering the player's goal. I was so concerned about keeping scope small that I missed that detail in my first pass, and as a result I found myself challenged the most when it came to designing the game's supporting mechanics, which set me back quite a bit. 

When time started running out, I had to make some sacrifices in my systems to be able to deliver a complete game experience. I set my imperfect player controls system aside, cut my scope down from what it already was, and started designing the game's progression. Thankfully, that went smoothly and I had enough time to complete my level content. I did learn a decent amount from making the 4 remaining levels, but I would really call them more "level concepts" than finalized levels in their current state. I prioritized my other college finals over polishing this project further, but my level content really needed more playtesting and iteration. 

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