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Internship Semester - 2D PvP Project

Creation Date:

October 31, 2021

Project Description

An asymmetric PvP game where players collect items while avoiding the Hunter—who can pass on their role by tagging others. Strategy, speed, and adaptation decide the winner.

Intro

Our project was an asymmetric PvP game inspired by "Schwarzer Peter" and the game of catch. One player starts as the Hunter and can pass on their role by tagging others. Players must collect three unique items and bring them back to their base to win. Once the Hunter tags someone, they return to being a normal player and can collect items again. The key mechanics revolve around passing the Hunter role while racing to gather items before the others.

First Concept

This was my first approach to designing a top-down level layout, as my experience had previously been in 3D environments. The concept ensured fair item distribution and balanced access to objectives by using a color-coded system for bases and items. While it lacked variety, it served as a foundation for early gameplay testing and helped us evaluate the core mechanics.

First Concept

This was my first approach to designing a top-down level layout, as my experience had previously been in 3D environments. The concept ensured fair item distribution and balanced access to objectives by using a color-coded system for bases and items. While it lacked variety, it served as a foundation for early gameplay testing and helped us evaluate the core mechanics.

Realization in Unity

Bringing the concept into Unity was a great opportunity to work with a tile-based system for the first time. To enhance visual clarity, we used different item designs to avoid repetition. We also experimented with random item distribution, making each match feel fresh by varying player paths and strategies.

Realization in Unity

Bringing the concept into Unity was a great opportunity to work with a tile-based system for the first time. To enhance visual clarity, we used different item designs to avoid repetition. We also experimented with random item distribution, making each match feel fresh by varying player paths and strategies.

Iteration with new Art

We transitioned from a purely top-down view to a slightly angled perspective (similar to an oblique or near-isometric view). This allowed for a greater sense of depth and visibility. Additionally, I refined the level design by adjusting paths and increasing item density to create natural choke points, emphasizing player encounters and PvP interactions. The middle section also featured traps that slowed players.

Iteration with new Art

We transitioned from a purely top-down view to a slightly angled perspective (similar to an oblique or near-isometric view). This allowed for a greater sense of depth and visibility. Additionally, I refined the level design by adjusting paths and increasing item density to create natural choke points, emphasizing player encounters and PvP interactions. The middle section also featured traps that slowed players.

Second Unused Concept

This concept explored exclusive paths for Hunters, designed to help them close the gap when chasing players. These restricted routes would have added a strategic layer to movement and pursuit. However, due to a shift in game design, this idea was never implemented in the final version.

Second Unused Concept

This concept explored exclusive paths for Hunters, designed to help them close the gap when chasing players. These restricted routes would have added a strategic layer to movement and pursuit. However, due to a shift in game design, this idea was never implemented in the final version.

Result

This project pushed me out of my comfort zone, challenging me to approach level design in 2D for the first time. I gained valuable experience in player movement dynamics, item and path placement, choke point mechanics, and the tile-based system used for 2D level creation. Despite the project’s shift due to networking challenges, the effort I put into it was a great learning experience that significantly expanded my level design skills.

Result

This project pushed me out of my comfort zone, challenging me to approach level design in 2D for the first time. I gained valuable experience in player movement dynamics, item and path placement, choke point mechanics, and the tile-based system used for 2D level creation. Despite the project’s shift due to networking challenges, the effort I put into it was a great learning experience that significantly expanded my level design skills.

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