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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

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

1: Blockout

2: Concept Art

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.


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.




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.

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.


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


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


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.


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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