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8th Floor
TGA - Group Project 5:  Top Down Adventure

Summary

 Solve mysteries to escape the evil lurking inside this reality-bending library

Specifications

  • 5 weeks half time + 1 week full time

  • Game built with TGA 2D Engine

  • Levels edited and exported with Tiled Editor

  • Runs on Windows OS

  • 3 levels in total

  • Reference game: Viviette

My contributions​

  • Game design and documentation
     

  • Designing level 3 (1 out of 3)
     

  • Decoration in level 3
     

  • First hand tech responsible among level designers
     

  • Soundtrack and SFX

Team Yippe Ki Yay Catalogers

​
Level Desgin

  • Albin Hyseini

  • Christoffer Önneberg

  • Janelle Wetterholm

​

Programming

  • Jakob Eklund

  • Ellen Subraian

  • Matilda Högman

  • Markus Nilsson

  • Hugo Beguier
     

Game Art​​

  • Julia Ekman

  • Gabriella Nilsson

  • Faranak Mobarrez

  • Alexander Livholts

​

Audio - SFX​​

  • Albin Hyseini

Our level design tools

Tiled Editor - Level design

We used Tiled Editor to build up our levels, including colliders, environmental art, and placing out game play objects. 
 

Top down sketches - Level design

This was the first project that I worked in where our top down sketches really mattered to the group. We went with an open level design so player could often chose their path, and even had to go back and forth between levels in order to find key items and progress. Therefore we had to be very clear with our top down sketches and make them consistent with our game walk-through. 

JSON files - Triggered event + more

With some direction from the programmers, we directly edited json files via Visual Studio to create all key items and triggered events that did or did not require certain items in order to happen. We also used json to map our level design tiles to certatin art and gameplay objects. 

Powerpoint - Game Design Document

It was we level designer who were first-hand responsible for doing research and making our game design document with text and illustration. 

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