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Game Designer



OVERVIEW
Run, Die, Run Again is a 2D platform in the Super Mario style but with some "rage games" elements, including Syobon Action (Cat Mario).
Failure here is considered a core mechanic:
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Many traps have very strict reaction times.
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The ghosts of previous attempts run with you and can interact with traps.
A short level that serves more as a proof of concept and working prototype, since every attempt need to be recorded and then played back at the same time.
As I did with every project, this was a chance to experiment and learn with new tools, such as the whole Unity 2D suite, together with the technical challenge of the ghosts.


KEY FEATURES
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2D Platform
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Player Position Recording System
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Hard but not unfair Level Design.
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Walking, Sprinting, Adjustable jump height
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Funny Easter Eggs hidden in the game.



IN-DEPTH
Solo Dev
In this module we were tasked to find interesting way to turn the tables and to make "failing" in video games an actual mechanic, not just a "crap, need to restart" kinbd of moment. So I found what i believe an interesting take on the task.
My first take in the 2D videogame space, this proved to be a challenge that felt extremely satisfying when beat, I got to learn a bunch of new Unity tools while also facing the self-imposed technical challenge due to the ghosts mechanic.
The level turned out to be quite shorter than i hoped, due to the bigger time investment needed to make the concept work and to include a baseline level of polish, absolutely needed in a platform in my opinion.
The concept has more depth that is may initially seem, since the ghosts aren't a passive system that will simply help the player, but need to be escorted and the path has to be planned accordingly, since they can interact with traps, they can also disappear before reaching the destination where the player previously died.
Features
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Custom character controller, made by fusing ChatGPT code and my own Visual Scripting knowledge:
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Acceleration and deceleration.
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Ability to walk and run
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Jump height and duration adjustable by a prolonged button press.
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A double collision layer:
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One that is supposed to be visually accurate and that deals with collision with normal floors, ceilings and vertical walls.
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A smaller one that is for every trap interaction in the game
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A fully functional recording system for every attempt at the level:​​
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Only recording in the first attempt​.
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Subsequently spawning a ghost for every past attempt that recreates the related path.
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Ghosts can interact with the traps, being able to intercept a projectile for the player but also die before the end of the route.
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Designed and implemented a difficult and borderline unfair Level Design, to match the game concept.
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Designed and implemented an in-game main menu.
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Fluid and adjustable Parallax background
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Every functional game element if fully animated through spritesheets
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Two funny easter eggs​​
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The first one discovered by simply beating the level.​
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The other hidden in the main menu, with the method of finding it also being a videogame reference.
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PROJECT DETAILS
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Solo Dev
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Genre: 2D Platform
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Platform: PC
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Development time: 1 1/2 months
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Engine & Tools used: Unity
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Other: During this project i was mentored by industry professionals.
ABOUT ME
Junior Game Designer with a passion for the technical side of things and a deep understanding of Visual Scripting tools.
Graduated in Game Design at TheSign Academy in Florence.
PORTFOLIO
SOCIAL NETWORKS
I am looking for a position where i can use my hybrid set of skills while learning an array of new ones.
2024 - ALBERTO SARGENTI
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