
Team Size
-
2 Level Designers
-
4 Game Artists
-
2 Procedural Artists
-
5 Programmers
Development Time
6 weeks half speed
Tools
Unity Engine
Focus
Level Design
Game Design
QA & Testing
Scripts
Custom physics based movement
Scripted events
Point and health system
Dev Time
6 weeks / Half speed
Team Size
13
Focus
Endless Runner
Level Design
Game Design
Tools
Unity
About the project
What was my role?
What I learned
Gates of Valhalla is an endless runner developed in Unity for desktop. This was our first game project at TGA, designed to teach us how to work in larger, cross-disciplinary teams while applying an agile work methodology.
In this game, you captain a Viking boat through treacherous waters on its final voyage to Valhalla. Pick up Vikings to gain speed and a score multiplier while steering clear of hazards like orcas, runestones, ice bergs, and falling rocks across two unique levels
I was responsible for creating the second level, from paper design and pre-production to visualizing set dressing and ideas in collaboration with the game artists.
I worked closely with the programmers, concepting and defining metrics and new mechanics as we iterated on the gameplay throughout the project. I contributed ideas such as moving obstacles like orcas, boats, and debris.
I also enjoy working with UI and player feedback, contributing artwork and sketches for UI elements, pickups, and other in-game information. Additionally, I designed the main menu scene.
As my first project at TGA, I learned the value of solid pre-production. Since this was my first time working cross-disciplinarily on a game project, I also began to understand how challenging communication can be and how easy it is to misinterpret information or the visions of other team members.
The course placed a strong emphasis on giving and receiving feedback, which is something I’ve carried with me into other projects and courses during my time at TGA.
About the project
Gates of Valhalla is an endless runner developed in Unity for desktop.
This was our first game project at TGA, designed to teach us how to work in larger, cross-disciplinary teams while applying an agile work methodology.
In this game, you captain a Viking boat through treacherous waters on its final voyage to Valhalla. Pick up Vikings to gain speed and a score multiplier while steering clear of hazards like orcas, runestones, ice bergs, and falling rocks across two unique levels.
What was my role?
I was responsible for creating the second level, from paper design and pre-production to visualizing set dressing and ideas in collaboration with the game artists.
I worked closely with the programmers, concepting and defining metrics and new mechanics as we iterated on the gameplay throughout the project.
I contributed ideas such as moving obstacles like orcas, boats, and debris.
I also enjoy working with UI and player feedback, contributing artwork and sketches for UI elements, pickups, and other in-game information. Additionally, I designed the main menu scene.
What I've learned
As my first project at TGA, I learned the value of solid pre-production.
Since this was my first time working cross-disciplinarily on a game project, I also began to understand how challenging communication can be and how easy it is to misinterpret information or the visions of other team members.
The course placed a strong emphasis on giving and receiving feedback,
which is something I’ve carried with me into other projects and courses during my time at TGA.
