

PLANESWALKER
Take on the role of an astronaut of the multiverse, explore exotic worlds, delay your return to their universe one crystal at a time.
Concept
With little time to create this project, I aimed to minimize the assets needed and maximize the replayability.
I had an interest in exploring procedural generation and decided this was a good project to learn how it worked. I decided terrain generation would be a good place to start, so I found this tutorial on how to create meshes at runtime and pursued the idea.
As my terrain system developed, I explored numerous ideas to make each terrain more unique and a mechanic that would require the player to see many different terrains and have the chance to explore them.
User Interface Design
I found UI was important for a fast-paced game where players need to be focused. Even a brief moment of confusion could cause a player a frustrating second or two that could be the difference between their new high score and a loss.
I went through a few iterations of the UI and assumed that players would want to see the amount of crystals they collected, but the far more important number was the time they had left. For this reason, I decided to remove the crystal count and scale the timer text to cover the whole screen.
In retrospect, the number of crystals didn’t matter as much because the player isn’t making a choice about the number of crystals, if they can get another crystal in the time left.
This sleek, screen-spanning text became a recurring motif in the design of the rest of the in-game UI.