Dungeon Crawler Prototype

3D Dungeon Prototype

Game design, Unity game, PC game, Game UI

Idea:

This was a prototype dungeon crawler I developed in unity over the course of six months. The core idea was to create a 3D third-person unit management experience, inspired by games like Age of Empires.

The player’s goal was to guide a party of adventurers through a procedurally generated dungeon, aiming to reach its end. The party persisted across runs, meaning the player had to recruit, strengthen, and manage their team in order to survive increasingly difficult challenges.

Main Selling Point:

The core selling point of the game was its procedural map generation, powered by the Wave Function Collapse algorithm. This system unlocked virtually infinite replayability, with endlessly unique 3d dungeon layouts to explore.

Equally important was the ability to build and develop your party of adventurers. Through countless battles, you didn’t just strengthen their skills, you also forged a bond, growing genuinely attached to your companions as you led them through all the adventures.

Main Challenge:

The main challenge for this project was at the same time his unique selling point. Developing the algorithm for the dungeon generation was a tall task that in the end I managed to get working.

Also the shear amount of graphical assets needed to make the generation work was a challenge in itself.

Dungeon Crawler Prototype

Unique Art Style:

The art style is a low poly textured look, that captures a cartoony look but at the same time has a gritty and dark tone. The characters were designed in a modular way that allowed a wide range of different equipment to seamlessly be on the character at the same time. Allowing for a deep customization and loadout options.

Even if modeling and texturing are not my main field of expertise I was able, in my modest opinion, to achive a  pleasant look of which I am very proud of.

Why not a release?

I developed this idea in unity with the goal of securing a publisher. Given the intended scope and the visual style I was aiming for, additional funding was necessary to bring the project to a fully realized state.

Unfortunately, I wasn’t able to secure a publishing partner, and the project remained at the prototype stage.

Over the course of my career, I’ve worked on many different prototypes, but I chose to include this one specifically because of its unique technical selling point and the 3d art style I developed for it, an aesthetic direction I’m particularly proud of.

Conclusions:

This project was a great training ground for my coding skills, challenging my ability to make and test procedural environments.

Other projects

Vodoo Hyper Casual Games

Gold Rush Ventures

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ALESSIO BRTOLACCI

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