NATHALIE JANKIE - GAME DESIGNER
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  • Projects
    • Arboreal
    • Beer Buddies
    • The Key Tax
    • I Am the Eye in the Sky
    • Vrrroombas!
    • Bait and Switch
    • Pantaloons Lost
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Beer Buddies

Made in Year 1 of BSc International Game Design and Architecture, "Beer Buddies" is a splitscreen co-op puzzle game in which players need to help each other solve puzzles, stay hidden from guards, and ultimately reach the village's pub.
Trailer created by Julian Hofman.
Genre: Local Co-Operative Multiplayer, Puzzle, Stealth
Engine: Unity3D
Team Size: 8
Duration: 8 weeks
Platform: PC
Awards & Recognition: Voted "Best Game Design", "Best Game", "Best Art" and "Best Programming" by Year 1 students at NHTV Breda (2015-2016)
Role(s) and responsibilities: 
​
​Level Design & Puzzle Design
  • Created puzzle and level designs for all four levels.
  • Built these designs in-engine using assets made by the art department.
  • Used implemented functionality to set-up all gameplay moments (e.g., guard patrol routes, enemy speed, visbility cones).​
System Design
  • Designed AI behavior (e.g., reaction to noticing the player, targeting, searching for and hunting the player).
Project Description: 

​
Beer Buddies was developed as Sleepy Whale Studio's take on a Metal Gear (1987) remake. The team was inspired by Metal Gear's sneaking and stealth mechanics, but felt the concept could benefit from some serious re-imagining. 

Thus Beer Buddies was born: a silly, co-operative stealth/puzzle game in which players take on the role of two garden gnome friends on a pub crawl. All they really want is to drink a beer rather than do their chores, but unfortunately they are being hunted by female garden gnomes who are less than pleased about their behavior.

In Beer Buddies you and a friend will try to make your way to various pubs, while solving puzzles and avoiding the female garden gnomes lest you will be made to work.

Puzzle & Level Design

Player Mechanics
Players are able to do three things in Beer Buddies: moving, shouting, and pushing blocks.
  • Through careful movement and timing, players need to make sure they stay unnoticed by enemies. 
  • Shouting in range of an enemy will lure them towards the player's position, and investigate their last known whereabouts. This is continuously updated as long as the player remains in the enemy's cone of vision.
  • ​By pushing blocks, players can wall in enemies or create a place of cover to remain unseen.
The first level onboards these mechanics, while the later levels contain challenges of higher difficulty. Some example sketches and work I have done in-engine are shown to the right.
Level Walkthroughs
Walkthroughs of some of the levels I have designed and built over the course of this project can be found below.
puzzle_design_-_walkthrough_level_1.pdf
File Size: 6016 kb
File Type: pdf
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puzzle_design_-_walkthrough_level_2.pdf
File Size: 4323 kb
File Type: pdf
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puzzle_design_-_walkthrough_level_3.pdf
File Size: 4768 kb
File Type: pdf
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Play the Game!

Controls
Player 1
  • Movement = WASD
  • Shout = SPACEBAR
Player 2
  • Movement = ARROW KEYS
  • Shout = RIGHT CTRL

Controller support is also provided.
playable_beerbuddies.zip
File Size: 104232 kb
File Type: zip
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  • Portfolio
  • Projects
    • Arboreal
    • Beer Buddies
    • The Key Tax
    • I Am the Eye in the Sky
    • Vrrroombas!
    • Bait and Switch
    • Pantaloons Lost
  • Resume