Game Prototype
Project Current

The objective of Project Current was to develop an RTS prototype that explored strategic unit control, resource collection, base conflict, and factional asymmetry within an underwater alien planet setting. The game centred on a conflict between human prospectors and the native Salin people, using the planet’s crystal-based energy source as the foundation for its strategic and narrative tension.

The prototype translated conventional RTS principles into a small-scale Unity project through mouse-based unit selection, base defence, resource gathering, enemy-base assault objectives, and a map structure designed around elevation, ravines, engagement zones, and flanking paths. My work focused on supporting this RTS framework through design documentation, production organisation, and level implementation, including the design and construction of the Crater Sites map.

Key Achievements

  • Designed an RTS Game Prototype focused on strategic unit control, resource gathering, base defence, and enemy-base assault within a small-scale Unity environment.

  • Developed the Crater Sites Level Layout to support RTS-style decision-making through elevation changes, ravines, resource locations, building sites, engagement zones, and possible flanking paths.

  • Established Core RTS Gameplay Logic by defining a loop built around attacking the opposing base, defending the player’s own base, and dedicating units to resource collection.

  • Designed Strategic Map Flow to encourage tactical positioning and movement, using terrain restrictions and elevation differences to shape how units could travel, engage, and contest areas.

  • Contributed to Game Design Documentation by writing and refining key GDD sections covering game details, score strategy, level/map structure, narrative background, faction identity, and technical requirements.

  • Built Narrative and Faction Context for the RTS scenario by developing the conflict between human prospectors and the native Salin people over the crystal-based energy source on Maris Tempestas.

  • Implemented Level Content in Unity by constructing the Crater Sites map and placing crystals, enemy units, buildings, and other gameplay-relevant elements within the playable environment.

  • Supported Production Organisation by establishing and managing HacknPlan workflows, including user stories, backlog structure, task tracking, and sprint organisation.

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Modular Level Design

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System Design Prototype