My role was as a Level and Systems Designer. I was tasked with creating 3 out of the 5 levels that are currently implemented in the game, along with setting up key enemy and player interaction points on the maps. Along with this, I designed and implemented several key mechanics into the final game, including the diminishing light mechanic and the radar system. Finally, I created and maintained the Design Document.
Grimreign is an atmospheric dungeon-crawler adventure game where you take the role of a shrunken scientist trying to rid his daughters' favorite tree from pesky termites, one floor at a time! By utilizing parts from deceased bugs, you're able to upgrade and create new weapons to help eradicate every enemy on the floor before moving on. Be careful, however, since you only have a limited amount of light on your lantern, so make sure to stock up on Insect Fat from fallen enemies to stay alive for as long as you can.
While designing levels for Grimreign, the main problem I needed to solve was how I could make disposing of every enemy not become tedious, evolving unnecessary back travel or deaths, all while presenting enough challenge to make that exploration worthwhile.
To accomplish this, I decided to first model the levels after actual termite tunnels, involving haphazardly placed caves in random positions. After determining a good layout through this experimentation, I put a major focus on how the enemies interacted within the tunnels to create an intense atmosphere for the player. Enemy Termite Soldiers would be positioned at tunnel points that would flank the player on 3/4 sides in many cases, requiring quick action and to always remain vigilant. Queens and Worker Termites likewise would be at the end of long hallways, both to insinuate an upcoming battle and give the player time to rest.