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Scattered Sands

Description:

Scattered Sands is a first-person action-adventure exploration puzzle game. “Enter a fascinating steampunk world, and explore unknown pyramids while discovering an ancient robot order that once ruled the lands. Navigate through hostile robots, solve challenging puzzles, unlock achievements, and uncover the secrets of these ancient pyramids!"

Scattered Sands provides the player with a set of tools to help them handle different types of enemies, and challenges the player with unique puzzles to unlock achievements while discovering new areas within three different pyramid levels.

The game is basically a fully playable concept demo created in roughly 3 months worth of work time. 

Creation Tools: 
The game was created using the Unity game engine, GitHub for version control, C# Scripting, and most of the 3D assets were sculpted and painted using 3D Coat then rigged/animated in Autodesk Maya. Adobe Premiere was used to put together the game cutscenes, marketing, and gameplay videos.


My Contributions: 
My main roles for this project were Programmer, Level Designer, Design Lead, and Creative Director. As Creative Director I helped guide the team to help create the Steampunk/Egyptian style we were going for while also figuring out how to integrate interesting fun puzzles into the game and giving the player interesting areas to explore.

As Design Lead, I brought the team together to work on documentation/brainstorm ideas while we figured out what sort of enemies we wanted to have, what kind of puzzles we wanted to challenge the player with while describing exactly how each system should work, how we could integrate exploration opportunities into the game in a fun way, what kind of abilities and tools we wanted the player to have, and mapping out other critical game mechanics we wanted to flush out for the game.

As Level Designer, I created the main pyramid map separating it out into 3 individual levels/areas giving each section its own unique theme and feel. I helped texture environmental assets including walls, floors, and pillars to give everything an Egyptian pyramid feel while figuring out where most of our decorative assets, game assets, and critical story assets should go on the map keeping things far enough away to keep the player exploring but close enough so they don’t get burnt out from walking around too much. I also integrated our puzzle challenge assets into the map to make sure the player has to solve certain challenges and puzzles before reaching specific parts of the map while giving them something interesting to see or interact with as a reward for solving the puzzles.

As Programmer, I used C# inside of Unity's MonoDevelop environment to script most of the game assets including making sure enemies chased the player properly, player tools and abilities interacted with their targets correctly, and setting up story/cutscene triggers causing story dialogue/text to appear and for cutscenes to activate where needed in order to tell the game’s story, core game systems such as respawn points and player deaths, coding puzzle challenges so that they interact with the player smoothly and the game correctly identifies when puzzles are properly solved in order to trigger their action events, and implementing other major game mechanics/systems making sure everything works properly. 

 

Documentation:

(Scattered Sands GDD)

(Scattered Sands TDD)

(Scattered Sands ASG)

Gameplay Videos:

Scattered Sands Announcement Video

Scattered Sands Gameplay Trailer

Download / Play Links:

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