Joni Suojanen

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The Great Escape

Interactive game of gathering loot while escaping a heist.

Game is playable at Xamk Kouvola Campus - Paja downstairs

Released 2021 Mac (Unity)

Project

Game about an ongoing heist, where player has to collect as much loot during the escape to score as much as they can.

Theme of the game is derived from a farce comedy a “The Comedy of a Bank Robbery” in the Kouvola theatre 60th anniversary repertoire.

  • Developed by The South-Eastern University of Applied Sciences, XAMK
  • Commissioned by CX3-project by XAMK.
  • Technical support by OiOi Collective Oy.
 Game Core Loop

On-site game test at Paja - Xamk.





Game Design

Games goal was to intreque young people with an interactive experience based on a theatre play. One of the main issues for the concept was players motion sickness and accessibility for different height players. We tried to minimise sudden shifts in camera, by utilising unity cinemachine, which allowed better in-game camera controls.

As for accessibility, collectibles were placed in spots that could be reached by almost anyone bvy right timing. We avoided too high locations, by preplanning movement. In the end, game could be played by different height youngsters and adults. Game also became a slight workout for 1 person, as running and jumping to catch some of the items was essential.

 Scale

Working with a big touch wall meant taking into account players height and reach space. Illustrating it using rule of thirds gave a better understanding of collectable placements in game.



Level Design

My main tasks in level design were to design more level layouts, graybox them, and create final lighting to the rooms. I tried to follow rule of thirds with meaningful placements, such as requiring effort for the player to gain more profitable collectibles.

Some of the tasks also involved for example:

  • Designing layouts for levels.
  • Asset management in Unity.
  • Grayboxing and adding final assets delivered by artists.
  • Developing lighting for scene in Unity URP.
Layouts

Different layout options of rooms.



Graybox

A graybox of a level room. The aim for the room was to be an easy room with small to medium reward.

Graybox

Final scene in Unity.

Scenario

A visualization of how game game screens collectables should be taken into account. Overall the center area is the best place as the input of the technology has difficulties taking input from higher than head.