Other Prototypes: Abduction Zombie
Role:
Platform:
Role:
Concept, prop and texture placement, pathing, event scripting, pacing, gameplay scripting, effects, character design and art direction.


Platform:
Windows PC
Mac OS
Mac OS
Console
Engine:
Unity 3D
Language:
C#, JavaScript
Duration:
4 weeks
Team Size:
4
Overview:
"Magnet Mayhem" is set in a 3D world with movement restricted to moving forward and backward along a pre-set path, giving a full-world feel with 2D side-scroller gameplay. Magnet Mayhem is and action puzzle game centered around using magnetic forces to influence objects in your environment, reach target areas, kill enemies and find hidden objects. The game is set in the ruins of an imaginary ancient civilization that had unique relics which could control magnetic forces. With it's emphasis on magnetic puzzles, Magnet Mayhem does not have any weapons. The player has only one tool, an electro-magnetic staff used to attract, repel, and charge objects magnetically. Any enemies the player encounters need to be dealt with using this staff and the objects in the environment.
Project Design Goals:
- Create a unique take on a traditional 2D side-scroller.
- Demonstrate skills in game / level design, pacing and balancing, environment design and combat design.
- Create a prototype using magnetics in 4 weeks.
- Build a modular pipe line to speed up prototype time and level design build times.
Detailed Info:
In addition to these simple interactions, Magnet Mayhem also includes the following more complex interactions:
Magnet Mayhem's first level is a proof of concept and a tech demo that demonstrates all the major gameplay mechanics. The player can use the magnetic staff to pull the character to a stationary or heavy object within a specific range. The player also uses the staff to pick up and carry light metal objects using the staff, players can also push and pull light or medium magnetic objects. To move medium objects, the player must be anchored to a heavy or stationary magnetic object.
In addition to these simple interactions, Magnet Mayhem also includes the following more complex interactions:
- By collecting multiple magnetic or metal objects, the player can assemble them into a bridge or stairway to reach other areas. In a similar manner, the player can create a less stable structure to activate a switch that is out of reach.
- The player can charge an object and use its polarity to attract or repel other magnetic objects.
Game & Level Design:
Features I designed and built for Magnet Mayhem:
- Narrative design (story, characters and locations)
- Level design, prototyping, and construction
- magnetic item locations
- Enemy spawn locations
- Environment set dressing and prop placement
- Animation state machines
- Hundreds of debugs, issues and tweaks
Scripting C#
- Player movement
- 3D bezier curve pathing
- Magnetic Functions
- Moving platforms
Initial Level designs:
Magnet Mayhem is a 3D side scrolling puzzle adventure game. Players use + and - ends of a magnetic staff to push, pull, grab and stick to metal or magnetized object in the world.
Combining 3D with a side scroller gave us much more freedom to create large complex puzzles and secondary paths the player must explore in order to move on.
Gameplay Mechanics:
The player has a staff that has a positive and negative side. This staff can push, pull and lift objects as well as can be used as a grappling hock for the player. Below are the hieroglyphs that are placed in the level to show the players how their staff can be used to solve each puzzle in the game. Original staff concept
When players fall to far or jump off a ledge thats to high they will die. This section of the level teaches players how they can use there staff to grab onto a wall then push themselves away from it safely landing on the ledge below.
Finally in the first level we used "signs" or ancient hieroglyphs to show the player how this magical staff could be used to solve problems.










