Ben Nichols Game/Level Designer
In this light hearted fps where you play as Santa reclaiming his castle, the only way he knows how...With Guns.




Santa's Revenge
Game Summary:
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2020
Solo Project
Type:
Prototype
Development time:
3 weeks
Role(s):
Level Designer
Games Designer
Audio Designer
Engine:
Unity
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Genre: 3RD person shooter
Target Market: Midcore, fans of shooters
Synopsis:
In this game you play as Santa, who has just returned to find that all his elves have been turned into demons it's up to you to free your elves the only way that you know how.
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Design pillars:
Light Hearted: Aimed to make a game that would make people laugh. Achieved through elements like dancing elves etc.
Feel: Player should feel like a badass going through the level. Achieved via: generous health bar, one shot kills on head shots and accompanying music.
Pros:
Flow of game​
Feel of game
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Improvements:
Map is linear would like to add more pathways to navigate the level
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Level pillars:
Flow: Using enemies and varying terrain and cover to maintain a flow throughout the game and keep the player hooked.
Development of the level
Two main pillars for the game are feel & flow
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Environment: Christmas trees and presents around level.
Lighthearted/ Christmasy
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Demons get converted to elfs that dance and hum when killed
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End screen
Action/Feeling like a badass
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Generous player health.
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Instant kill headshots
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Accompanying soundtrack
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Progressive level
Feel
Environment


Mechanics:

End Screen & Sound

Flow


Map Layout:
The map layout not only builds on the world building by having the player progress through varies sections of the castle but the level also gets progressively harder with: More enemies, less cover and more exospore (enemies with different vantage points).
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Exposure
Increased AI numbers
Vantage points
Perception:
Perception is used with great effect to both foreshadow and reveal elements to the player
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Foreshadowing to the player the scale of the level and showcasing where they need to go.
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Start of fortified area reveals to player games gonna get harder
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Reveal of final fort showcases the grand ending to the game.

Final fort layout:
As can be seen below a rampart is blocking players view of boss to leave reveal till the last moment.
Blocks player view

Enemies
Player
Boss
Elves that will be converted to demons
Obstacle forcing player to jump to slow down gameplay. To help impact of boss reveal
Once player steps in box elves will be converted
World Building:
Asides from the Christmassy attire, I wanted there to be a real sense that the enemy has barricaded themselves into the castle.This was achieved by the various fortifications set up in the level.​



Direction/Enhancements:
The biggest change I would make to the level would to build up more pathways for the player to use to traverse the level. ​

Removing some buildings to open up some additional pathways.​
Having a short cut in the level that rewards players for exploration.

Music
Music is a huge part of creating atmosphere in a game and an element that I really wanted to explore within my work. All music in this game was created in Garageband with all drum beats imported from recordings that I did on my kit.
With the background music I wanted to invoke the feeling that Santa was a badass and create the feeling that you as the player were unstoppable.
This music was to for shadow to the user the type of game this was. Although the game is lighthearted, this music gives the impression that your gonna kick some ass
Simple goal with this piece I wanted to create the most joyful song I could. This is a lighthearted/Christmassy game at heart and wanted a joyful ending to my game.
Production of game
Week 1:
- Ideation
- Gather assets
- Paper prototypes / level layouts
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Week 2:
- Working with gun mechanics and inserting models
- Blocking out level
- Put in all mechanics into game
- Start of level construction
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Week 3:
- Finishing level construction
- Creating music
- Finished prototype
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