Summary
Fehu - Up is Down is a 3D Puzzle Adventure Game with a literal twist, as the rotation of gravity is its Main Mechanic, beside of which the player can only roll and look around. The game focuses on this very simplistic set of tools and the different ways and variants they can be used to create interesting puzzles for the player to solve.
The Idea and a first Prototype for the game were fully done by Frederic Fulghum, who took the role of lead Programmer in the Project afterwards.
Story-wise the game centers around the Fox Fehu who the Player accompanies on his quest trough a Futuristic Cyber Space City to reunite with his life long friend and owner Sam
It was originally Created for the third semester Project Phase at the MD.H Munich, and has been Improved upon in various details since then.
Team Members:
Game & Level Design / Lead - Daniel Probst
Programming Lead - Frederic Fulghum
Programming - Philipp Glas
Art Lead / Character - Katharina Franz
Art Environment - Florian Mazreku
Tech Art Lead - Alex Kuth
Tech Art / Shader - Yannick Arndt
My Personal Involvement in this Project was as a Producer, Game & Level Designer.
As Producer my main task was to plan the scope and structure of the development.
To assign the daily tasks and deadlines and to adjust the whole process where it proved to be faulty. Most of the planning was documented in a Project Overview Document.
As Game Designer my main task was, fitting to the title, to design the game itself.
Meaning I had to think about which game-play would best fit the core mechanic, how the Game World had to be structured, as well as all the other things that need to be though about in a game.
The Second major part here was discussing this Design with the rest of the team throughout the planning phase and beyond to iterate and change the design whenever it was deemed beneficial for the game to do so.
The Design was Documented in a dedicated Game Design Document
As Level Designer my main task was creating the stages in which game-play could take place. For this Project it meant creating a lot of rough concepts for puzzle rooms, sorting out the weaker ones and then do block-outs for those that seemed promising.
The arrangement of those rooms into a order that resulted in a interesting experience for the player also fell into this area of work, as did the creation of a central hub area that connected the various levels.
Example of the Level Design Process
Full play-trough showcasing the level design (To be added soon)