Lunertia
Lunertia is a narrative heavy first-person shooter based on the moon. You play as George Bennings, a veteran of the Great War, now on the run in the city of Eclipse. You’ll need to use an arsenal of weapons, as well as gravity itself, to get yourself off this space rock before it’s the death of you.
My responsibilities included Level Design, Sound Design, Project Management and Production. I also contributed heavily towards the design of enemy AI behaviours and weapon mechanics. I also wrote the game's GDD.
Working on this project has allowed me to hone my Level Design skills even further.
Currently the project is still in pre-production. Pre-production has so far seen my iterative whiteboxing skill and speed increase hugely as I became more familiar with ProBuilder and version control using GitHub desktop. It allowed me to experiment with different types of space in an FPS context which I haven't explored previously
My technical skill in Sound Design has also been tested and improved. I have gained valuable experience in making Foley effects for gunshots and other essential weapon SFX.
As project manager I have managed to foster a great sense of team harmony and vision. It has allowed me to achieve a greater grasp on Agile Methodology and provided me with better insight into what it takes to successfully run a games development team. We are making good use of Scrum and Kanban throughout the project, working in two week sprints.
I have provided a Level Design gallery below to showcase the levels I have designed in their early stages and how they developed into fully fleshed out areas.
My levels for the game include a Subway Maintentance tunnel and a Casino. The Subway Level is full of puzzles and crates hiding secret vents for the player to explore. The Casino is intended as a large open arena where the player will face off against multiple waves of enemies.



























