Dungeon Defenders: Eternity
Announcement Trailer
Project Summary
My second project at Trendy Entertainment was Dungeon Defenders: Eternity, a 3rd person tower defense action RPG. The game was built to showcase Trendy's Playverse technology while adding new content for the community.
Responsibilities
- Designed levels "Dread Dungeon", "Magus Citadel" and "Buccaneer's Bay", from initial layout to final visual completion
- Collaborated with artists to create asset documentation with specified dimensions, textures and color pallets
- Pitched and designed specific level features, worked with programmers during implementation
- Documented internal community feedback for layout iterations and future designs
Choice
During my time at Trendy, I have found the key to successful level design in the Dungeon Defenders franchise is providing the player with choices in deciding how to defend their crystals. This is achieved by designing crystals that are exposed from various angles in their immediate surrounding area. This discourages players from implementing the "Turtle Shell" strategy, where players place their defenses in immediate proximity right beside the crystals.
The second step to achieving this, is giving the players options in how to defend the crystals. A great sense of accomplishment and discovery is achieved when the players identify key choke points of the enemy's path, that must be addressed before the enemies break off into multiple directions. These choke points, are identified as the "Critical Choice" points in the overhead maps below.
The second step to achieving this, is giving the players options in how to defend the crystals. A great sense of accomplishment and discovery is achieved when the players identify key choke points of the enemy's path, that must be addressed before the enemies break off into multiple directions. These choke points, are identified as the "Critical Choice" points in the overhead maps below.
Buccaneer's Bay
Design Summary
"Buccaneer's Bay" is the most positively received level I have designed for the franchise. Navigation throughout the map is enhanced with player specific paths, that allow them to check on defensive positions quickly. Additionally, a player operated mortar was designed for the level, that can be fired from a docked pirate ship.
Design Goals
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Engine and Weeks
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The Dread Dungeon
Design Summary
"Dread Dungeon" is the first asymmetrical map introduced in the campaign. The design challenges players to mind their surroundings and realize effective choke points midway through the enemy's journey towards the crystal.
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Engine and Weeks
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Magus Citadel
Design Summary
"Magus Citadel" is designed to challenge the player with numerous enemy lanes converging on 3 crystal cores. The southern most crystal is located at a much lower level adding an element of verticality not often found in Dungeon Defenders maps.
Design Goals
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Engine and Weeks
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