Pandemic


Summary

Pandemic is a 2D action platformer with a unique Hookstaff movement mechanic and frame by frame animated characters. It takes place in an Italian coastal city overun by an all consuming plague. The main focus of the game is exploration and traversal of large interconnected levels, with combat adding variety to the journey.

 

The game was created as the fourth semester Project Phase at the MD.H Munich using Unity. Afterwards it has seen a few Improvements via Bug Fixes, Level polish and the addition of some environmental assets.


Team Members:

Game & Level Design / Lead - Daniel Probst

Art Lead / Character - Katharina Franz

Programming Lead - Frederic Fulghum

Programming - Philipp Glas

Level Design - Yannick Arndt

Tech Art - Alex Kuth

Enemy Art & Environment - Verena Geilfus

Environment Art - Florian Mazreku

Environment Art - Thora Waldmann

Environment Art - Michelle Sonntag

Environment Art - Klara Kisa Porseng



Personal Role

My Personal Involvement in this Project was primarily as a Producer, Game & Level Designer.
With the picture to the right giving a good feeling for my mindset during the project.

 

As a Producer this was the biggest team I worked with so far at the time, with members from different semesters. Organizing it proved to be quite a challenge.
We went through multiple approaches to find a structure that worked for the team and project throughout development, and learned much trough each of these iterations.
My main takeaway has been that enforcing a consisten use of task tracking systems tends to be more important than the details of the system itself.

 

Daniel Probst Klara Pisa Poreng Portrait Da vinci incentor notebook noble meme
Portrait drawn by Klara Pisa Poreng

As Game Designer my main responsbility was advancing the game from a simple concept, to a fleshed out Game Design and then iterating upon that during the project as things developed. One core challenge was finding the time and energy to work though concepts before the project phase itself, as other univercity assignments vied for attention.
During development a constant balance was needed to keep iteration smart and directed, despite the day to day busywork of organsiation.
Parts of the Design work where done in collaboration with Yannick Arndt and included discussions with other team members like Philipp Glas and Frederic Fulghum.


My role as Game Designer also contained Quality Assurance work, both through testing the game during development myself as I created content for it, but also by preparing, holding and evaluting multiple play tests. I took special care here, so see how the game was shaping up and which aspects would need further adjustments or could be kept.

Pandemic - Play Tests and Results

 

As a Level Designer I designed the level and overarching map concepts together with Yannick Arndt, gave feedback to blockous and filled in Art assets and much of the game logic later on. While doing so, I also spend some of my time modifying and improving the levels as I went.

Pandemic - Level Design

 

Additionally, as the Art team reported the setup of a Tileset to be more complicated than at first expected, I setup a rather simple one myself in order to have ground and walls to buiild my level with. I learned quite a bit about Unity and it's features on this journey.

Pandemic  - The Tileset Journey