Level Design Process

Similar to the player design process, the level design process started off with basic sketches, with the aim of teaching the player how to play through level design - rather than having a hand holding tutorial. So the sketches began,

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Player Design Process

From the start of development, I knew Shh, Zombies would be cube based in its models for characters and levels. I'd found a program to make these models, Qubicle (http://www.minddesk.com/), which would allow me to concentrate on making the game,

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Build Woes

This has been a difficult week, a week I took off work to A) recover from the game jam and B) make anĀ attempt at ploughing through and getting loads of work done on Shh,Zombies (B being the main reason). Unfortunately,

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Shh,Zombies rebuilding of the levels

Happy New Year everyone! Since coming back from the Christmas break, I've been re-making the in-game assets to fit in the grid correctly. Making sure that everything is (at minimum) 1x1 grid, and scales up by at least 1 grid

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Shh,Zombies Prototype Launch!

I'd like to officially announce the game I've been working on (even though I've blogged about it before): Shh,Zombies! I'd also like to use this blog post for the prototype launch, as well as to ask you to have a

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Unity Project Started!

A few weeks ago I embarked on a long journey, what I imagine to be a very long journey. I started my first game in Unity, "Shh,Zombies". In the few weeks I've been working on this, I've made a lot

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A* Path Nodes

Progress!

[caption id="attachment_281" align="aligncenter" width="560"] A* Path Nodes, not exactly the same as the tutorial, causing a problem?[/caption] In my last post I was talking about a tutorial I'd started, written by Tim Miller from Rocket 5 Studios, as part of

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Lode Runner level

New Project

I've had a new idea! Well, I've furthered an old idea into a more well rounded idea, and done some early game design. No name as yet for this, it was originally planned to be an additional app to go

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