SKALV

First person shooter


The Team

  • Patrik Nilsson (Level Designer)
  • Niklas Briselius (Level Designer)
  • Björn Stenlund (Programmer)
  • Niklas Hansson (Art)
  • Niklas Utterbäck (Programmer)
  • Patrik K Hansson (Programmer)
  • Jonatan Svensson (Programmer)
  • Joakim Fridholm (Technical Artist)
  • Linus Axelsson (Technical Artist)
  • Olle Hagman (Programmer)
  • Martin Vallin (Art)
  • Oscar Blom (Art)

Contributions

  • Game Design
  • Level Design
  • Playtesting

Specifications and tools

  • Reference Game: Doom
  • First person shooter
  • Created in 10 weeks, half-time
  • Game Engine: ICE Core Engine

Development process

SKALV is maybe the most fun project so far, and I have really enjoyed making levels for it. Close to the end of the project we decided to redo all the levels into arenas instead, due to time and scoping issues earlier in the project. This made it a lot more fun to work on, and we got a much better game out of it.

Every level was designed with it's unique gameplay mechanic that were simple for us to make, but at the same time made interesting levels. My level focused on buttons, and is a wave based level.

You press a button, and a new wave starts. You fight through that wave, and the next button becomes interact-able. Something as simple as this worked really well for us, because we already had two distinctive enemies that complemented each other quite well.

Communicating the gamemode and rules to the player was easily done by just using text on the screen. I would've loved to have some sort of voice interacting with the player and telling her the rules, but due to scoping and a deadline too close for comfort we never did this.

 

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When making the last level we knew it had to be something special, and a more advanced version of the other levels. The last level is three rooms, that are done in an order. The last room features a boss battle, where the player dodges fireballs to fight a flying skull demon. 

We felt that this added a nice ending to the game, and we iterated on this ending for a few days. The rooms originally weren't sorted into an order, and the player could complete the rooms in whatever order she liked, which we later changed due to feedback.


Development Images

Early version of my arena.

Early version of my arena.

Charger charging towards the enemy.

Charger charging towards the enemy.

Here are some pictures taken during the development of Skalv, in no particular order. 


Closing thoughts

Working on Skalv was a good experience, and I learnt a lot while doing it. This was the project that I think the group was the most excited about, so we put a lot of love into it. Sadly, due to reasons we had to cut a lot of the game out, and rethink our scope. I think that doing arenas was a good call, because it allowed us to focus on one single thing per level, instead of a bunch of them and half-do a lot of things. Quality over quantity rings true here.

If I were to make this game again, I would probably do bigger multiple-room arenas, and have longer playtime. I would add phases to each level, to vary the experience a lot more. I think that would make a better product, because of the variation. I would also probably implement some sort of flying enemy, so that it could work in tandem with the enemies we already have.