Ecarain Assault
Design breakdown
Enemy fleet
For this project, I set a self-imposed constraint to use only the course-provided assets. My goal was to maintain a unified visual style while creating a distinct identity for each enemy type. I needed to overcome the limitation of having 8 models with pre-defined colors by making a clear visual hierarchy and a satisfying difficulty curve using only mechanical and color type. I implemented a two-part solution. First, I used color theory by deciding that the red and yellow ships would be used as enemies. Second, I created four distinct archetypes by modifying underlying variables. I gave 'Zippers' a reduced hitbox to test precision, 'Strikers' would move faster to test reflexes, and 'Brutes' and ‘Heavies’ received higher health pools to act as strategic anchors. ‘Brutes’ received a bit more health due to their increased screen time. By the end of the project, I had successfully derived four unique enemy types from the models given to me. This validated my ability to create mechanical depth under strict asset constraints, allowing me to maintain a consistent aesthetic while ensuring the game felt diverse and challenging.
Stay in formation
After developing the enemy archetypes, my next challenge was structuring a cohesive one-minute gameplay experience that maintained player engagement and difficulty pacing. To achieve this, I implemented a reusable timeline-based toolkit that allowed me to orchestrate complex enemy encounters without hard-coding every single movement. I engineered unique animation tracks for each archetype to reinforce their roles. I created high-velocity tracks for 'Strikers' to emphasize their hit-and-run nature; 'Zippers' were assigned extended formation paths at lower altitudes to provide rewarding targets for the player. For 'Heavies' and 'Brutes,' I prioritized screen time by giving them ample space on the timeline, ensuring players had a clear window to engage with these high-health 'spikes' in the difficulty curve. By leveraging this timeline system, I successfully built a balanced one-minute level that maintained a consistent 'flow’ that kept players engaged.
In the trenches
While designing the mid-section for this project, I wanted to break up the gameplay flow by introducing a narrow, high-stakes environment. My goal was to create a 'trench run' encounter that forced players to balance offensive shooting with defensive obstacle avoidance. I first shaped the geometry to create a sense of enclosure, then animated the ship’s path along the main timeline to ensure the camera and movement felt claustrophobic but fair. I specifically paced the enemy waves to escalate difficulty: I used 'Strikers' as moving obstacles to force positioning, and then used 'Heavies' to create a two-stage challenge. I introduced them first as easy targets to build confidence, followed immediately by an ambush to test the player’s reaction speed in a confined space. This sequence successfully served as a mechanical bridge in the level. It forced players to move beyond basic shooting and start thinking about spatial awareness, which prepared them for the more complex encounters.
Send them packing
For the project’s finale, I wanted to create a "full-circle" moment that mirrored the opening sequence while escalating the mechanical challenge. I designed a path that looped the player back to the starting area, but reversed the flow by sending them down the hill to change the tactical perspective. To create a "flooded" screen effect, I paired 'Zippers'—which acted as high-priority, immediate threats—with 'Strikers' as secondary targets for score-padding. I capped this with the 'Brute' boss, designed as an endurance-focused skill check that required the player to maintain consistent offensive pressure to rack up the full 200 points available. This sequence provided a strong sense of closure and progression. By revisiting a familiar environment with re-worked, high-density enemy combinations, I was able to demonstrate the player’s growth since the start of the game, resulting in a finale that felt both rewarding and challenging.