Get In, Get Out — Devlog

Get In, Get Out was a five week development project as part of Advanced Diploma.

This was a solo project built in the Unity Engine.

The goal of the project was to develop a game under the constraints of a client brief. The brief for this project was simple and light in it’s restrictions, the client simply needed a game with stealth as the core mechanic.

To meet the clients brief, I designed a light-hearted local multiplayer competitive parkour stealth race. Where players have to race each other to a marked zone using stealth and parkour movement to overcome obstacles.

As the sole developer on this project my main focus was on the level design. The players movement and parkour abilities were handled by a package from DiasGames on the Unity Asset Store. Free art assets were also used to flesh out the environment under the time constraint.

Gameplay Shot In Engine

In order to create a competitive stealth experience, I used a lot of asymmetry in the level’s design. With asymmetrical level design, each path contained it’s own set of stealth challenges for the player to over come. This also provided players the choice of whether or not to stay on top of their opponent, keeping the race neck-and-neck or tackle another path alone in an attempt to gain the lead. To support the players’ parkour movement, I consistently mix vertical elements with tighter crawl spaces and choke points. To create interesting play spaces that diverges and converges, occasionally putting players in proximity of each other where they can directly contest each others progression.

Throughout the development of the project, I was frequently meeting with my client multiple times a week for the approval of the developments progression, feedback and suggestions. During the five weeks I was able to successfully design a solution to and implement features that satisfied the clients suggestions and wants.

Playtesting from the projects early beta phase showed that players found more fun in constantly chasing each other through out the level. The level then needed some adjustments that would maintain the level’s asymmetry and facilitate the power of the players choice, but also keep the players in a closer proximity to each other should they choose a separate path.

Top Down of Final Greybox

Overall I am very satisfied with the projects development, especially taking into account this was a solo project. My ability to effectively liaison with my client as well as overcome all of the hurdles of solo development is a point of pride for this project.

If you would like to check out Get In, Get Out you can download and play it locally here.



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