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SilverLining

An Escape / Serious Game for the society A-SIS

Category : RTS

Role : Game Designer/Level Designer

Duration : 3 months

Presentation :

SilverLining is a real-time strategy game played one-on-one in which you can play as Sycamorians, close to nature, or Arcanists using the power of the arcane.

Unlike most RTS games, players cannot directly control units. When a unit is created, it takes the shortest route to the opponent's base in order to destroy it.

Players can, however, block paths by building obstacles or bridges to alter the path through which units can pass and thus redirect them to points of interest.

This will allow the player to capture various points of interest such as mines, barracks or conversely, send the opposing units into a death trap.

Silver Lining -gameplay.png
Combat.jpg

My work within the group

This project was done in a group as part of my Level Design DU year at Gamagora. Gamagora has a habit of setting up the Gamagora Game Show which presents three games created during the last quarter of the school year.

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These projects are the result of student's ideas and must go through several stages of validation in order to reach the final phase. In this context, each student supports one or more projects and participates in its first design phases until it is eliminated or reaches the final phase.

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As Game Designer, I have worked hard to help refine the mechanics and add new ones. Although the major decisions were taken collectively, in order to be more effective, each member of the group had his area of expertise.

For my part, I was responsible for Level Design and all the mechanics associated with it. I also participated in the balancing of the units by testing different combinations of cost of production, health and attack points.

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As Game and Level Designer, I was also responsible for writing many design documents for programmers.

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In order to optimize project management and the nomenclature, a development priority diagram was set up and had to be kept up to date.

diagramme gestion projet.png

In terms of pure Level Design, I worked on several modules that make up the game map.

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The modules were first created from standardized path pieces and then tested directly in Unity.

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Once the modules were finished, they were assembled together and we could thus test several configurations of the card until we obtained a satisfactory first version:

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silverlining proto map.png

On the map above, I am notably responsible for the modules that make up the central island as well as the central module of the lower part of the map.

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These modules then evolved slightly and changed places to give the final map
below :

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ScreenMapCompletAlt.webp
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