Final Game Project

Game Summary
Deep Runner is a third-person action tower defense game in which players may preview areas of combat before they enter them, allowing them to assess the situation and prepare the best response. After preparation is complete and upon entering the combat area, players will have a limited time to place their defensive and offensive towers before their enemies begin attacking. Through the use of the player inventory, limiting the amount of defensive and offensive modules that can be carried, and the player’s ability to view a combat area before entering, Deep Runner puts a new spin on a familiar genre.
Early gameplay footage during graybox level phase
Captured by Jessica Nicholas
Level Designed by Justin Cook
Where does the game take place?
Deep Runner takes place in an abandoned, underwater research facility. The primary goal of the facility’s scientists was to research and implement different ways of maintaining plant life in a deep underwater setting. However, during their experimentation the plants became suddenly aggressive and turned on the scientists, destroying nearly everything and everyone in their path.
What is the story?
The player travels down to the research facility after they stop receiving messages from their significant other, Alex. Upon further investigation, the player discovers that communication from the research facility has ceased altogether. They are called upon to use their unique set of Deep Runner skills to find out what happened to the scientists in the facility and, hopefully, bring Alex safely back home.
Intro Cut Scene
Script: Jessica Nicholas Art: Mykie Brown Music: Rodrick Price
What is the main focus?
The primary focus of the story will be the player’s quest to reunite with their lost love. This will act as the driving motivation for the player to progress through the facility, and the reason that they are willing to dive into labs full of bloodthirsty plants.
My roles during development.
I pitched this idea during my Game Design II class as part of an assignment. Out of the twenty pitches submitted in that class seven were chosen to be the pool capstone students could select final projects from. I selected my pitch and was chosen as team lead for the capstone. During development I was part of the design of the game on every level, however because my interest was in level design I volunteered to lead that effort. I also lead the balancing and testing efforts for the game and acted as assistant to our lead script-er (Justin Cook). For a look at my level design process and results please navigate here.