Tomb Heist
TOMB HEIST IS A FUN PARTY GAME CREATED DURING THE GLOBAL GAME JAM OF 2019, WITH USE OF UE4.


🕹️ Available for download at: https://globalgamejam.org/2019/games/tomb-heist
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Project Information

GENRE: 4 PLAYER LOCAL PARTY GAME
DEVELOPER: NHTV BREDA
ROLE: LEVEL DESIGNER & 3D ARTIST

Description

Tomb Heist is a 2-4 player party game about raiding someone's else's home. As an adventurer, you always feel at "home" traveling around the world, finding some treasures!

Compete against other players for the treasures, where you can push them against traps, steal their loot and bring it back to your van. To see who can collect the most!

Responsibilities / My Contributions

Level Designer & 3D Artist
• We all worked together to form the game idea
• I was responsible for the level design, lighting and art direction of the game
• Designing the arena, blockout and placement of gameplay components
• Creation of modular building pieces to create the level
• Creation of the material shader to texture all the assets (Art Direction)
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▶️ The global game jam of 2019 was a great time. I am especially proud that we created the idea for the game other. Listening and discussing with each other to create the game we unanimously wanted to make. A coherent vision among the developers was the key for a successful game.

The game got praised by the players for the fun coherent art style and the instant fun aspect of the game.

Game Concepting & Whiteboxing the Arena

▶️ Game Concepting
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Learning from previous mistakes, we wanted to concept the game within 1-2 hours. Our team was very open minded and we made sure that the game we designed was the game that we all wanted to make. Of course at times we had design discussions, which we all participated in and try to resolve the design issue we found.

We knew that we wanted to make a party game, a game which the player directly interacts with the other players and environment, simple stylized look. In short a game in which players have fun playing together.

▶️ Whiteboxing the Arena

I was in charge of the level design of the arena. The idea of the game is that you need to stand near the treasure point to collect coins, which you would have to deposit at the trucks to earn points. The longer you stand on the treasure point, the more coins you would gain and therefore more potential points to win.

The danger comes in two ways, environmental danger and player versus player. Around the arena, there are spikes and holes. If you happen to touch the spikes or fall to your death, you will die, drop your coins for other to collect. Players are able to push each other, giving them the opportunity to push them against the environmental dangers.

Tactics that players could use are for example: 
1) Camping at the choke points in the hope to push them off the map or against the spikes.
2) Frequently deposit your coins to keep yourself a low profile target.
3) Stay near the treasure point, collect as many coins and store them at the end of the match for the win.

Art Direction & Asset Creation

▶️ Art Direction & Asset Creation
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I made sure we had a coherent art vision, with Maria we worked together on the art assets. She was in charge of the Hero Assets (Character, Pharaoh Face & Jade Hound). I worked on all the other assets that were game related for the arena. (Modular building blocks to build the arena, floors, walls + collectibles)

▶️ Lighting & Setup
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The idea was to create a gradient from left to right, with lighting but also with the different floor tiles that I made. To showcase visual progression from your van, where you would store your stolen loot, towards the tomb on the right side.

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