No Water in Hell

Standalone long-term Unity Published Project

 
 

Not even Hell Will keep You Down

Players fight through multiplayer floors of hell, inspired by Dante’s Inferno with cartoon/arcade spins on existing ideas. A wide range of items, weapons, music, levels, and enemies await players bold enough to take on this roguelike experience, coming soon to Steam.

No Water in Hell (2019-2023)

Collaboritive?: Team Project // Tools: Unity, Adobe Suite, FL Studio // Timeline: 4 Years

Role(s): Lead Level Designer, Composer

2D indie dungeon-crawler roguelike game set in the depths of Hell, in which you play as a firefighter determined to get out by spraying down demons and slaying bosses.

Contributions

  • Procedural level designs: mapped, balanced, implemented, and playtested over 60+ room layouts.

  • Documentation: Level maps, Game Design Documents, balancing spreadsheets, etc.

  • Implementation: Used a custom XML-based tool developed in-house to add new rooms quickly via code and matrices.

  • Balancing: Modelled, balanced, and iterated on enemy designs, gameplay ingredients, and event triggers based on developer and player feedback.

  • Soundtrack: Composed, mastered, edited, and revised over 16 tracks for game audio based on playtesting and developer testing of tracks in-game.

  • Design Reviews: Hosted regular design reviews with level designers to ensure the character, camera, and controls (3Cs) were championed at each opportunity surrounding combat opportunities in-game.

  • Team Management: chaired meetings, oversaw workflow tools, modified team documentation, and directed workflow of team members to reach production milestones.

Core Design Challenges

My Approach

Here’s some of the ways we executed on these design decisions.

Creative Problems

The development of No Water in Hell was a 4+ year long journey for my team and I. Over time, we faced many challenges such as changing team structures, deadlines, and other challenges which encouraged us to think creatively and practically before we solved them. From time to time, I took the opportunity to document the steps we took to solve these problems in documents or dev logs.

As an example, you can view to the right one dev log I wrote which explored the process of managing the game’s final period of development while changing content goals and dealing with changing team structure.

This dev log ultimately led to mockups which I used to communicate and pitch the findings and ideas therein to the rest of the team.


This game was also featured on Unity’s Community Showcase in 2021.

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