Everest

Unity

Designer/Scripter/Artist

Sep/2017-Nov 2017

What is it?

Everest is a physics-based co-op platformer where the players attempt to climb to the top of the mountain. The players can hook into the side of the mountain to swing each other to safety as they make their way up. Along the way, players will face hunger having to fill it by scavenging whatever they can find off the mountain. If that doesn't get them cold temperatures will require taking breaks to warm themselves or risk freezing to death. With large drops, spike, and unstable walls the journey to the top is a dangerous one that requires cooperation. 

What did I do?

For this project, I was working entirely by my self and thus had to do just about everything while learning Unity for the first time. Some things like programming and the design I took to well, but things, like making pixel art and learning both animations and animation trees, took a good bit of effort. This project though served as a fantastic opportunity to understand everything that goes into a game as there wasn’t a part I didn’t touch.

How did I do it?

Being my first time with both Unity and C# I learned a lot while on this project, even stepping out of my comfort zone with things like sprite sheets. Though the biggest hurdle for me was getting the rope to work well, as being able to swing was important. The interaction between that and the rest of the world proved to be difficult as I had to learn and do a lot of value adjusting with Unity’s physics systems in an engine I was new to. Along with interactions of the rope this experience also proved hugely beneficial to me as a designer. From the get-go, I knew I wanted some form of a rope swing mechanic as the backbone of the game, but in practice, I saw how many systems a mechanic like that touched. The entire design of the level became so particular to it that other features were then adjusted to fit that level. It created an almost natural design hierarchy showing me for the first time practically how interconnected these systems art.

Why did I do it?

I decided to make the game about two people climbing a mountain attached by a rope because I’ve always liked the idea of controlling two separate yet connected things and how that connection both benefits them and hinders them. Benefiting them by allowing them to cross vast gaps, but hindering them in limiting their individual mobility. What I found particularly fun was designing the game to function as a co-op game and as single player one. This made the conflict either the limits of communication between people or the limits of communication between a left and right hand. The spikes, freezing, and hunger deaths were then added to further add stress and anxiety to that relationship making each other and the mountain to separate but equally important obstacles to manage.