Charger is a hack and slash game that centers around kiting enemies and movement.
As the player lands on a planet ruled by robots, the player and it's companion drone tries to find an upgrade for the deteriorating companion.
For abilities that our protagonist has a 3-part dash, stunning surrounding enemies on impact and a grenade that leaves a pool of organic acid, healing the player, but damaging any enemy that enters.
- Single player hack and slash game
- Created in 10 weeks -4 hours a day
- Using custom in-house engine
- Approximately 15 min of gameplay
- Game Design
- Level Design
- Main responsible for level 1 (Forest)
- Responsible for cooperation and implementation of Music and SFX
Anton Pilmark - Level Designer
Victor Rasmussen - Level Designer
Adam Weith - Level Designer
Ellinor Sanders - Graphical Artist
Frida Åsling Sellius - Graphical Artist
Petter Gunnarsson - Graphical Artist
Hussein Taher - Programmer
Christian de Orleans - Programmer
Hannes Elofsson - Programmer
Gabriel Eriksson Cic - Programmer
Paulina Heiskanen - Programmer
Rasmus Björk - Technical Artist
Dag Bjärum-Bengtsson - Technical Artist
Missing Tools and Adaptation
In this game project we were faced with a lot of decisions and challenges. Our team was overwhelmed by the sheer amount of features this game had to include and it took a toll on most of the team.
This meant that we as level designers were left a bit to ourselves for a long while. We tried to adapt to the situation the best we could doing as much planning as possible and putting work effort into making flowcharts, doing more in depth story or doing music and SFX.
Keeping Up Morale
An important part of not having the tools you need to work is to try to keep yourself from getting utterly demotivated or fustrated.
We managed pretty well, by doing some social activities and in general tried to have as much fun as we could both related and unrelated to the project.
Going out for beers, billard, a movie or table top games really helped when feeling down or tired of not being able to work.
A halted iteration process
I symptom of our team being overwhelmed is that gameplay were very hard to get working. This in turn meant that we in the level design department were short on something to iterate on. After going through a couple of iterations on the visual guiding our process slowed down to a crawl.
We tried to keep ourselves busy and not to get too discouraged.
Charger was one of the more frustrating games to work on from a level design perspective. Our original design kept getting shrunk down in terms of features and gameplay we had planned for and the levels in the end didn't serve their intended purposes.
It was a good exercise in keeping your head high and readjusting your focus when you keep running into a wall. So while it may not have been a pleasant and friction free work process, Charger gave me valuable skills in treading water, and acceptance of that sometimes you should lean back, rather than into something that you can't change.