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Infinite Loop

A 3rd person sci-fi stealth-shooter in a world procedurally generated around stat boosting armor pickups inspired by the narrative of Legacy of Kain: Soul Reaver and combat of Zelda: Breath of the Wild.

How it Started
What if you could play a game where the level was never the same?

The first problem that needed to be solved was the predictability of static levels. I set out to make the worlds layout as randomized as possible, exploring procedural generation. We would build a game from this mechanic.

Advantages of a procedural generated game:
 1.) Require very few assets

 2.) Scale-able world size

 3.) Veteran and new players have the same awareness

Disadvantages of a procedural generated game:
 1.) Needs to be optimized for larger scales

 2.) Longer load times

 3.) Engine functionality differences for preplaced vs                  instantiated

"A thousand bowls of oatmeal." -Kate Compton
How do we make the world interesting, and not just a bunch of floating platforms?

I started by exploring what players and myself naturally find more interesting in huge open world games such as Fallout 3, Skyrim, and Grand Theft Auto. I found that players are attracted to tall structures but rarely are comfortable with going up to explore higher floors.

I added taller structures to break up the flat horizon with the main objective of teaching the player the value of exploring upward. I also made these objectives glow through everything in the world to increase the chances of the player discovering them.

Empowered and Scared
I love games that make me feel like I'm fragile and lethal.

Dynamic diegetic UI inspired by Deadspace for immersion. Limited crossbow ammo for tactical stealth combat. Visible progression as pickups attach to the character and increase your stats.

Other Images:

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