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Striking Hell

Enemy Design Concept
I wanted to design enemies that would move around in set patterns that the player could chain slash & stab enemies

  • close-range enemy that slides and hits the player

  • A flying-type enemy that shoots disruptive projectiles to stop player attacks

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Game Overview:
Striking Hell is a 3D platformer-action game about a cursed demon bound to a bloodthirsty sword that constantly seeks blood. Players must navigate a Hell-like world while managing the sword's uncontrollable hunger for blood, using its power both as a threat and as a tool to overcome obstacles.

Engine:
Unity
Platform: PC
Type: AAA Simulation

Team size: 60+
Duration: 3 months

Tools: Unity, Figma, GDoc
Role: Level Designer
Build: Itch.io

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My contributions to the team:

  • Focused on Level Design concepts for player environment interaction

  • Designed Unique enemies to hinder player progression

  • Worked with the art team to integrate the environment and theme into the game

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  •  Made Level Design concepts to fit the player's mechanics and core gameplay

Snapshots

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Gameplay and Features:

  • Fast-Paced Movement Inspired by Sonic the Hedgehog, the player runs, jumps, and navigates dynamic environments with fluid momentum.

  • Dual Combat Mechanics: Use stab and slash attacks as your only form of attack; stab pierces through objects/enemies, while slash glides and cuts across targets.

  • Resource Management: Collect blood cubes to satiate the sword’s hunger, as it constantly drains the player’s health, creating a sense of urgency.

  • Integrated Gameplay Design balancing Combat and traversal mechanics, with stabbing and slashing enabling progression through obstacles, puzzles, and enemies.

Process

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I originally created the level with the purpose that the player would run on the rooftops, but as I used the player movement and slash & stab, it was very clear that I should be basing the mechanics on moving around from place to place with the slash and stab because they can combo and chain off of one another

Goal: Sketching levels

I wanted to make levels based on a city, and wanted to incorporate rooftop city jumping as part of the level because I thought it would be cool that you could zoom around​

  • Created Level sketches to roughly plan how I imagine the movement to work

  • Thinking about the moment-to-moment gameplay with the level sketch

Goal: Prototyping & concepting

After planning my sketches, the programmers had finished the movement and were ready to move on to prototyping our mechanics

  • An isometric view of the city to see the land and area.

  • placed our slash and stab walls, as well as other components, to see how the traversable attacks work.

  • Added text-based messages for easy readability on what to do.

  • The player should be able to recognize the areas in which they should be able to interact, just like the yellow blocks in Mario

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Contact Me!

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