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ALIENTD

Alien Tower Defense is a game I worked on during my time at Misfits Gaming Group. I was responsible for designing all the maps, and set dressing levels with assets and direction provided by the Art team.

Art Director: Michaela Nienaber
3D Artist: Alfonso Callejas
Concept & 3D Artist: Rithyra Bin
3D Artist: Jonathan Wu
3D Artist: Tori Baum 

 

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MAP  MECHANICS

Level development pipeline was established early on and remained consistent throughout development.

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1: Blockout

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2: Concept Art

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3: Set dressing

All our maps use a grid system to manage tower placement. Each tile had to be hand placed around the map at specific increments.

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Golden Power tiles will double one of your towers Stats when placed on top of. I designed the system in a way that encourages players to place their towers in positions they normally wouldn't be incentivized to place.

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Piles of Rubble where placed around some maps, these auto detect tiles beneath them, rendering them un-placeable for towers. These can be removed by spending the same currency used to purchase and upgrade towers, and challenge players to weight the value of a position.

MAPS

All the levels are part of a linear progression, each teaching the player something new and ramping up the difficulty. 

 

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Level 1: Training Grounds

Designed to teach players the basics of Tower Defense, while also introducing player to a brand new mechanic fresh to the genre: Power Tiles.

 

Level 2: Evacuation

Designed with a longer enemy path, but more limited place-able space to prepare for the much more challenging future levels.

 

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Level 3: Asteroid Field

Designed to introduce players to our Rubble clearing mechanic, another brand new mechanic to the genre that will be used in future maps.

 

Level 4: Mars Base

Designed to introduce players to split spawns. Both paths eventually converge at the End point, close enough to prevent players from only reinforcing the junction

 

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Level 5: Venno Hive

As the 5th and final map planned for launch, this map was designed to be extremely challenging, keeping players busy until next content drop. 

 

Level 6: Seraph Temple

For the first map launching post release, I wanted to design something for the end game player, as a result the difficulty peaked with enemies splitting off randomly to each of the 3 shields

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Level 7: Crash Site

Level 7 was designed to make players feel surrounded by enemies, they crawl down the walls and inch closer to the last stand located in the center.

Level 8: Moon Base

A low-lift remix of Level 4, with a new theme and modified enemy paths.

 

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Level 9: Asteroid Field

A low-lift remix of Level 3, with a new theme and modified enemy paths that has enemies walking sideways and upside down.

Prior Level

A Before the team settled on the Sci-fi theme, we experimented with a Mario/ Tetris clash. This was one early level iteration of that, which was later repurposed for Level 1 proper.

 

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