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Red is the Enemy

Fast-Paced 3D FPS Shooter Game

Red is the Enemy: Image

Destroy and tear through defenses that block your way with the ability to spot weak points of enemies and vulnerabilities of infrastructure.

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Take your revenge and escape from the cage you are confined in.

Red is the Enemy: Bio

Project Details

Platform:      PC, 3D

Team Size:   9 Members

Roles:           Level Designer, Game Designer, Artist

Duration:     6 Months

Tools Used: Unity, Adobe Photoshop, 3DsMax, Custom Engine

Red is the Enemy: Video
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Production Process

Red is the Enemy: List

Narration

Mechanics & Lore

"Red is the Enemy" is a project that was approached with the aspect of being abstract and minimal in narration, focusing more on the engagement and fun through the game's mechanics.

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Hence, understanding and finalizing the mechanics will be the first priority for this project.

World Building

Level Scope

Although the game's narration approach is abstract and simple, it does not take away the importance of the layout and location decided based on the theme that the game is going for.

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Therefore, finalizing the world and where the character is going to be throughout the game helps to determine the layout and its level scope.

Engagement

Enemy Types

As the game revolves around combat, different enemies and behavior types become an important aspect of the gameplay experience. Hence, the design of such enemies must reflect uniqueness as well as different forms of challenges towards the player.

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Their behavior would also need to take into consideration of the space and location that they are set in.

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Mechanics

As the core or ability that the character can do is identifying weaknesses and vulnerabilities of structures and enemies alike, I can approach the design in both puzzle and combat situations for the players to experience.

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However, it is a challenge to show significance of the combat heavy approach than of puzzle. Hence, it is relied upon how combat encounters and execution is made to bring forward the game's genre.

Red is the Enemy: Text
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World Building

To find out and understand what is required to improve on the game's core mechanics, a simple draft layout is created to test and get feedback.

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After that, researching real-life floorplans and infrastructure towards the game's theme would help determine the location and start on the actual level design for the game.

Red is the Enemy: Image

Gameplay Test Layout

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Red is the Enemy: Image

World Mood Board

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Red is the Enemy: Pro Gallery

Reiterate Layout

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Level Design Document

In detail, you can download the document I have created and plan for the first iteration of the gameplay layout.

Red is the Enemy: Files
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Enemies

As I have learned that making as many types of enemies as I can does not necessarily increase the engagement and challenge for the player. On the contrary, it might cause frustration and unfairness instead.

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Hence, the approach is more on how I can create a small group of simple enemies but are unique in each way that they can bring new challenges to players individually or as a group.

Red is the Enemy: Text

Hence, I created 4 types of enemies and a final boss encounter. Each of them is unique to one another, but devastating on their own or going as a group. It heavily relies on my programmers to execute their behaviors and be tested thoroughly.

Roller

Speed Movement.
Rams towards players.

Drone

-Goes as a group.
Stays at safe distance away from the player.
Fires burst shots.

Destructor

Heavy Construct.
Shield Protector to block attacks.
Two emitters that provide energy for the shield.
Fire explosive shots at a slow rate.

Eliminator

Similar to Roller.
Fire slow shots.
However, when it is overly damaged, initiates self destruct and pursues the player.

Red is the Enemy: List
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Experience on creating "Red is the Enemy"

This is by far the most challenging project I have created among the rest. This is due to unforeseen circumstances that led to an overhaul in the design for the project as well as the tight schedule to hold as a sole designer for the team.

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However, it was a project I can be happy with what we have delivered, a unique design and aesthetic of a 3D FPS combat game.

Red is the Enemy: Image
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