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Licht

Licht is a 3D puzzle platformer where the player explores a forgotten world. The player is traveling across the galaxy in their spaceship looking for energy on different planets. When flying above this forgotten world your radar picks up a strange signal. Intrigued by this strange signal you decide to take a closer look. 

Started out as an internship project with a team of 7 students working together for 5 months. Started from scratch with the idea to create a fun exploration game inspired by Zelda. During this time I learned that when working together with new people teambuilding is necessary to get everybody on the same page and comfortable working together. We also were way too ambtitious and had to downscale a lot of our ideas due to time constraints and lack of knowledge.

After the internship project myself and 2 other studens, Hylke Huijgen and Joey van Merode, kept working on it for another 5 months as part of our Minor project. During this time a couple changes were made. For one, the narrative had changed to add a few features like scanning the area using your sci-fi equipment. This ment that all functionality had to be looked over to make sure everything would work together. I made sure all features were working seamlessly.

 
My contributions during this part of the project were:
  • Implemented new ALS_character functionality, more movement animations.
  • Updated level design, expanded on existing levels and added more detail.
  • Created new soundtrack and audio to fit the new art style.
  • Created a simple enemy that chases the player.
  • Created new puzzle, collecting 2 orbs to open doors.
 

Alpha development

My contributions to this part of the project were:

  • Project planning, maintaining development speed by setting up deliverables.
  • Level design, evolving the flow of each level.
  • QA testing, finding bugs and finding the fun.
  • Marketing, trying to sell the game using social media.

Pre-alpha development

During this part of the development I was responsible for setting up the Scrum planning and distibuting the work evenly among the developers.

On a creative level I worked on level design and did a lot of playtesting.

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