
After conceptualising the game's core concept, I created a basic visual prototype to better illustrate the core gameplay experience to the team.

Following on from the visual prototype, I then went about creating a paper prototype so that I could rapidly iterate upon the game's mechanics. This also allowed me to engage in some very early play testing & to experiment with the optimum number of units per level, objective variety, and a variety of other gameplay features.

Once the core gameplay mechanics were confirmed and solidified, I then began fleshing out the level design process. I began by creating a level planning tool using Unity & C# . This tool allowed me to dynamically place units, obstacles, and tile types. It would automatically number units when added or removed, with each unit bearing a unique letter and number representing their type and quantity. The levels created with this tool could then be saved and converted into fully functional levels.

A prototype I made early in the process testing out various ways I could preview the actions each unit would take.

The finalised action preview effect for the same unit. The outline defines the affected tiles, while the shifting arrows are used to indicate rotation direction.

Another design challenge that emerged during development related to unit identification. While we hoped to have a variety of unit designs to help distinguish between units of the same type, this proved unfeasible given our limited number of artists and the time available to us. To alleviate this issue, I created a unit numbering system by assigning a unique number to each unit and scripting a system whereby each unit's number would be rendered over it upon pressing the "Unit Numbers" button. While an inelegant solution, it effectively addressed what may have otherwise been a point of frustration for players.




