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Sand Rush

In SandRush, every attack is a movement and every movement is an attack.
Play as a
sand ball that travels across the desert to destroy corrupt enemies.
Speed and reactivity are your best assets!

Brawler 3D
for 2 months around December 2021

Team: 5 game designers

Tools: Unity | Bolt | Git | Google Suite | Trello

Skills: Gameplay design | Technical design | Level design

A large part of our time on the project was spent working on the 3Cs. We knew that this was an essential part of making an action game. With the help of my team members, I came up with character actions that would allow the player to express their skill, and that were interdependent to encourage the player to use different skills each time.

As I mentioned earlier, I programmed the player's movements and abilities. This was a particular challenge, as we chose to use physics to control the floating of our character and achieve a truly optimal feel. This choice led to a number of bugs that had to be solved, but the result was well worth the effort: the controller feels good even in almost empty spaces, and allows precise 3D platforming. Here are a few images of my scripts, made with Bolt, Unity's visual scripting tool:

I was in charge of the game's entire level design, which I had to do in a limited amount of time due to delays in the game's production. I concentrated on a linear level design to better control the experience, but I took advantage of our character's speed that goes hand in hand with large areas, to multiply the paths and leave the player the pleasure of choice and exploration.
 

Once the level was finished, I wrote a brief document for my colleague in charge of dressing the level, to make him understand my intentions. You can find the document here, in French:

Document in French

Kieran Mougel - Game Design Portfolio
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