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Image de Glenn Carstens-Peters

PERSONNAL PROJECTS

Games made on my free time

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Vaporogue : Virtual Delight  is a low-poly Vaporwave roguelite game currently in development. It's a first-person roguelite game with light platforming and RPG elements. It's heavily inspired by games like Heavy Bullets, Binding of Isaac and Legend of Zelda.

CHALLENGES & LEARNINGS

  • Vaporogue is above all a roguelite, its level design challenge is therefore to master level generation techniques to be able to generate an infinite number of different levels while remaining interesting to navigate;

  • ​Vaporogue is a project that I started to refine my mastery of Unity:

    • I learned how to use Unity's multiple systems to build a roguelite game;

    • I learned to master random level generation tools to generate levels randomly with each new game;

    • I learned how to use behavior trees to be able to create interesting AI;

    • I learned how to balance the game economy through spreadsheets;

    • I learned how to maintain a development blog and how to communicate my development progress to others in a clear and concise manner.

TF2 Maps

TF2 (orTeam Fortress 2) is an online FPS game developed by Valve available on many platforms. After many years of experimenting with the map editor, I've mannaged to make two (2) maps.

 

The first one, pl_vapor, is a really abstract map that strays away from the initial game art design (I did try to keep some of the style the game is known for as much a possible however).

The second one, cp_ascension, is much more coherent and much less bold than the previous one.

  • The main challenge in these maps is above all to build game maps that apply the basics of level design in order to support their main game mode;

  • ​Making TF2 maps allowed me to learn how to create interesting and, above all, balanced maps for several different character classes:
    • I learned how to design levels in a balanced way in a two-team online multiplayer setting, so that every classes has equal movement opportunities;

    • I also learned how to make paper sketches of sections of the map that will be important in the game.

  • It also allowed me to understand the usefulness of metrics in an FPS game, and how to make the level clear and accessible for all players.

CHALLENGES & LEARNINGS

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