Where's my cheese? - Overview 

Created initially as a sixth form project in a 2 week time frame, this project was refurbished withing 2 months as a solo developer to show off what I've learnt while also re-learning Unity and C# scripting

Level design - Mapping & In-engine view

Red: Enemy | Yellow: Cheese | Mouse: Player | Blue: Tunnel entrance | Green: Exit

Level 1: Kitchen

Level 2: Hallway

Level 3: Attic

Reflection notes

Originally only the firsty level was developed, but levels 2 and 3 were drawn out before but discarded due to time constraints.

Placement of cheeses and tunnels were planned strategically so that the cheeses subtly displayed the pathing players should take. While tunnels were alighed to the cheeses for a more smooth pathing for players (More detail on GDD)

Level 1 - Kitchen:

Having been mapped out already, the original map was used as a blockout for the revamped map. A pantry was added as a safe section for players to get acustomed to the controls. 

Level 2 - Hallway:

This level added a bit more challenge as players would have to backtrace their steps in order to reach the exit, with little room to avoid the cat enemy other than the tunels provided

Level 3 - Attic:

The hardest of the levels, many testers struggled with this level, so boxes with tunnel entrances were added to provide players with safe areas whist still maintaining the hostile energy intended for the "creepy" attic. 

Previous version v/s New version

Reflection notes

With a 3 year time of experience and a more flexible time frame, the differences between the version of the game are striking. 

Initially, I was given specific mechanics that had to be included for the project; this included a timer, collectable items, life system, enemies and an exit. With those filters I came up with this game and in 2 weeks I managed to obtain a distinction on thsi project.

After my studies I decided to remake this project with my new knowlegde to see how much I had improved. I added features and levels I had originally wanted to add but had no time. I also refined details for smoother gameplay such as camera logic and the tunnel feature. 

Both games side by side are strikingly different, and I'm proud of how far ive been able to come from when I was younger.