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Killed by the Guardians Environment and Level Design

Killed by the Guardians is a Procedural 3D Bullet Hell that was developed by 2 people over the course of 2 months. It uses a room generator that I utilized to build rooms that players would fight through to win.

Our intent with the art style was to create a place that appeared unsettling and otherworldly. The result was an alien, futuristic temple with a lot of extruding elements.

Our intent with the art style was to create a place that appeared unsettling and otherworldly. The result was an alien, futuristic temple with a lot of extruding elements.

Each room started from a graybox buiilt in Unity to confirm the exact dimensions of the layout would match the requirements of the room generator. Each room can have multiple doors, of which only one will open to lead to the next room.

Each room started from a graybox buiilt in Unity to confirm the exact dimensions of the layout would match the requirements of the room generator. Each room can have multiple doors, of which only one will open to lead to the next room.

A room can have multiple levels or stretch as far as needed so long as the room has a door, allowing for an infinite possibilities of layouts.

A room can have multiple levels or stretch as far as needed so long as the room has a door, allowing for an infinite possibilities of layouts.

Once a room has been grayboxed and confirmed as operational as well as meeting our requirements for a level design, the room is outfitted with modular assets.

Once a room has been grayboxed and confirmed as operational as well as meeting our requirements for a level design, the room is outfitted with modular assets.

The color palette was initially going to be a cooler tone of blues and greens, but as development continued I shifted to a warm tone and that proved to be a better match for our goal with the art style.

The color palette was initially going to be a cooler tone of blues and greens, but as development continued I shifted to a warm tone and that proved to be a better match for our goal with the art style.

I was responsible for creating the enemies which are guardians of the temple players fight through. They are deliberately designed to blend in with the environment to make them more difficult to track.

I was responsible for creating the enemies which are guardians of the temple players fight through. They are deliberately designed to blend in with the environment to make them more difficult to track.

I was also responsible for creating, animating, and tweaking the gunplay for the two weapons used in the game, an assault rifle and grenade launcher. Both weapons started with concept sketches to get an idea of what the end product would be.

I was also responsible for creating, animating, and tweaking the gunplay for the two weapons used in the game, an assault rifle and grenade launcher. Both weapons started with concept sketches to get an idea of what the end product would be.

These weapons were presumably used by the creators of this temple. Here is an example of the weapons in use in gameplay.

A simple test room was used during development for tweaking the gunplay of each weapon.

A simple test room was used during development for tweaking the gunplay of each weapon.

As a final note, this game utilizes the High Definition Render Pipeline to create the lighting conditions. Lighting was baked into each room and uses post-processing for added detail for ambient occlusion, bloom, motion blur and more.

As a final note, this game utilizes the High Definition Render Pipeline to create the lighting conditions. Lighting was baked into each room and uses post-processing for added detail for ambient occlusion, bloom, motion blur and more.