3D Game Experience
April 13, 2022 at 5:00:00 PM

Description
Planet Searcher is based on the themes of astrology and the planets. I was inspired by a game called Astrological Chess. When going through this project, I started with just a block-out map the size of a soccer field. As the project progressed, I faced unique challenges like getting the terrain right, and fixing problems that were not working. Throughout the project, I learned more about the design process of level design and a little bit of other stuff that could make my level better. I spent a lot of time trying to get the terrain, and buildings to flow together. The goal of the game is you, the player must explore the level collecting keys based on the planets. The keys are used to open doors and keep progressing through the level. To do this I wanted to give a unique theme. I wanted the game to have an architectural style based on the architecture of ancient Babylonia, especially the Gate of Ishtar. When it got closer to the end of the project, I thought of other themes like the style from Tron with the lights, and a darker mystery-filled world. The goal of the player interaction was to let the player explore on their own and have them be rewarded for exploring without pushing the player too much.
Itch.io Page:
https://crunchmb.itch.io/planet-searcher

As the project evolved, I ran into a number of unique challenges—especially when it came to shaping the terrain and ensuring the world felt cohesive. I spent a lot of time refining how the terrain and buildings interacted, aiming for a natural flow that would guide the player without being too obvious. Along the way, I learned a lot about level design, pacing, and environmental storytelling. Small details and tweaks added up to big improvements in the overall player experience.
Video
As the project evolved, I ran into a number of unique challenges—especially when it came to shaping the terrain and ensuring the world felt cohesive. I spent a lot of time refining how the terrain and buildings interacted, aiming for a natural flow that would guide the player without being too obvious. Along the way, I learned a lot about level design, pacing, and environmental storytelling. Small details and tweaks added up to big improvements in the overall player experience.
Process
During the development process, I prototyped different layouts using modular architecture pieces to test movement flow and sightlines. I iterated on how much visibility the player had from certain areas, adjusting elevation and obstacles to create moments of reveal—especially for key items or important landmarks. These small changes helped make the level feel more like an unfolding journey, rather than a flat map.



Wireframes
During the development process, I prototyped different layouts using modular architecture pieces to test movement flow and sightlines. I iterated on how much visibility the player had from certain areas, adjusting elevation and obstacles to create moments of reveal—especially for key items or important landmarks. These small changes helped make the level feel more like an unfolding journey, rather than a flat map.

Reflection
To enhance the atmosphere, I experimented with lighting and post-processing effects. Early on, I went for a brighter color palette, but later shifted toward a darker tone with glowing accents to emphasize the mysterious vibe. I used light sources not only for mood, but also as a subtle guide to encourage exploration. These visual cues became an important part of the player’s experience, helping them navigate the space without relying on UI or text prompts.
