Super Dashmatch Level Design


Level Customization and redesign of SDM

Super Dashmatch is a one-screen multiplayer-party-game, in which players control fighting orbs on a shape-shifting arena. Players have to dash their opponents out of the game to win!
This was the original level design for Super Dashmatch. 
Once I began working for Super Dashmatch their were a few game design issues that needed to be resolved before release. The main design issue that needed to be solved was that the shape-shifting arena mechanic was based on time and totally linear. So every time you played the game it would be the exact same each time. And this was a driving factor causing players to get bored of the game after a time. So my task was to design a system that allows for more flexible game design. 

But first, the Product Owner wanted to see if I could come up with a different look in the process. So I began sketching concepts for the new look of the cube.

I ended up filling the tack board with concepts for the new cube look, new player characters, and assets! 

The product owner really liked the sketch on top right so I went ahead and did some 3D modeling and texture work in Photoshop.

Albido, Emission, and Normal Maps
In engine integration. 
Alright so now we have a new look! Let´s see what we can do with it to increase the efficiency and flexibility of the game design! 

Quadradic Modulor Design Prototype










I created this prototype to visualize the opening of the cube playfield in quads. The assets would then be called to spawn wherever the tiles would open. 
With this layout I began to layout about 20 different formations with the assets we have in the project library. Here are just a few. 
In the end I was able to call the spawning asset obstacles. This could also allow for triggered events rather than just a linear time-based mechanic. 
After calling the assets in the prototype I began to integrate it into the project branch. Below you can see how the quad system is applied to one quarter segment of the cube area itself. Kinda looks like a motherboard chipset!


Lastly, I put all of this together into the working build and added a background made by one of the artists and wahlah! A new level design for Super Dashmatch was born!

Some UI Design for the Players.
Pretty happy with the results! And a green light from the Product Owner! Success!

Can´t wait to work with the game designers to come up with some great level design ideas! Oh and I can´t wait for people to play this!

Thanks for reading! More soon!

About Me

My photo
Berlin, Germany
Unity Certified Developer

Student of Game Design / Digital Art

I am currently studying Game Design and Digital Art at the Games Academy in Berlin. I have previously worked in the film and commercial industries as an animator, storyboard artist, and concept developer. My goal is to develop great games for the mobile industry as an artist/animator. Graduating from California State University, Fullerton as a Fine Arts/Animation major has facilitated me in storytelling through interactive movement. Also, my foundational studies in Industrial Design at Art Center College of Design in Pasadena, CA has helped me gain a more technical understanding to concept design and visual communication. You may contact me via Email with any thoughts, critiques, or inquiries. vanhahn@gmail.com Thank you!