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DAN SAXON

design director

Dunder Shiftin'

Role   :

   Engine   :

Genre   :

Game & Level Designer, Gameplay Programmer (Blueprints)

Unreal Engine 4

Puzzle-Resource Management Hybrid

Dunder Shiftin was a Ludum Dare 35 entry created by myself, a programmer and an artist. The game was an isometric puzzle-resource management hybrid.

 

My roles for the game jam included Game Designer, Level Designer and Gameplay Programmer (Blueprint).

 

The player possessed office furniture each providing a benefit of some form that would fulfil a need required by the office workers – AI within the environment that needed catering to, to progress. For example: a hungry office worker needed to be in range of a vending machine, so the player would have to possess a vending machine and swap places with an object close to the hungry office worker for them to fulfil their need.

 

The overarching objective was to keep the multiple worker’s needs fulfilled long enough collectively over a time limit to progress to the next level.

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