Daan Kools - Game Designer
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WAK! - My first project

​WAK! is a 4 player kart-racer with Penguins. When the penguins are sliding on the ice, they have a high Top Speed, but it decreases over time. They can regain their Top Speed by dropping down below the ice, but their speed is very low, in the water. Across the tracks the penguins come across Sharks, Eskimo’s and Boost Flowers.




​Role:
 
Design Lead, Level Designer, Systems Designer
Date: September, 2014 - January, 2015
Type: Game
Engine: Unity
Platform: PC
​

The Final Build: https://goo.gl/UeRhfm

*Set amount of players to 1 in settings menu if single player. Otherwise, controllers are required.
My Experience

This was my first project at school and my first real game I worked on with a team. I took on the role of Design Lead in this project, but due to the small team, I was doing a lot of other tasks as well. These include both Level Design and Systems Design. 

For a first time working with a team of Artists, Programmers and Designers, it was actually quite a fun little project, looking back on it now. 

It was a great start of the learning experience, getting to build levels with proper art assets, working with mechanics created by programmers and tweaking the game in order to get it to feel right.
Level Design
Foto
This was the first level I built. Here, we were will trying to prove that the game mechanics were fun, without any crazy level designs. I also want the tracks to ramp up in difficulty, of course, so, I started very basic.
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Foto
This was the third track in the game. Here, I started the idea of branching paths and wanted to increase the choices the player could make. It also featured the first enemies and some simple Risk/Reward shortcuts.
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Foto
For the fifth track I ramped up a bit again. Having even more branching paths and more difficult sections. All enemies were introduced at this point, so I used them to the full extent.
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Foto
The final track of the game. I wanted to create something really crazy for this, and the result was quite exciting. 2 big ramps, one of which had an actual jump that the players could miss. Shortcuts and enemies placed throughout. It really was the point that the game was building up to in difficulty.​

Foto
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  • Home
  • Charlie Ticklefingers
  • Internship
  • Einar
    • Design Vision Changes
    • Design Supervision
    • Developer Stories
    • Additional Tasks
  • Other Projects
    • KYODT
    • WAK!
    • Mine Drift
    • Strings
  • Contact