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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.
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