Website powered by

The British Isles - Vikings 793 AD

Inspired by the historical first raids of the Vikings on Britain, this playful depiction of the times around 793 AD are the theme of a waypoint-based game made in Unity. Goals for this project were to come up with a fundamental theme (raiding) and apply that theme is a meaningful way inside Unity's game design engine. Parameters of a 5 level game, I chose to structure them in a narrative format, stretching out between the 5 levels with a beginning, climax, and end.
---
Itch.io post: valianttd.itch.io/the-british-isles-vikings-793-ad
---
Game Code: Michael Baker & Erik Bari Dos Reis
Sound Design: freesound.org/people/Kyster/sounds/197113/, freesound.org/people/pfranzen/sounds/192072/, freesoundeffects.com/free-sounds/fire-10007/
Visual Design: jprinsloo.itch.io/free-low-poly-medieval-buildings-pack, jhonyy.itch.io/low-poly-crates-and-barrels, jackdotgriff.itch.io/low-poly-nature-assets, korveen.itch.io/lowpoly-environment-pack, jaks.itch.io/lowpolyforestpack, t-allen-studios.itch.io

A mood board is used to set a particular feeling or tone. In my case I made a mood board to depict my theme, which is raiding. These help with getting ideas for the design.

A mood board is used to set a particular feeling or tone. In my case I made a mood board to depict my theme, which is raiding. These help with getting ideas for the design.

This is the banner used for the post on itch.io (linked in description) - edit in Illustrator to portray a compelling visual for the first thing people see when they click on the page.

This is the banner used for the post on itch.io (linked in description) - edit in Illustrator to portray a compelling visual for the first thing people see when they click on the page.

This is the first "stage" players are presented with, which is open purposefully as it is entirely cinematic and holds no value other than to set the stage for the coming 5 levels.

This is the first "stage" players are presented with, which is open purposefully as it is entirely cinematic and holds no value other than to set the stage for the coming 5 levels.

This is the second "stage" players are presented with, which is really the first level. I utilized stage-setting with the asset placement, simple code to program floating/rotating objects, as well as obstacles the player needs to hurdle over to be easy.

This is the second "stage" players are presented with, which is really the first level. I utilized stage-setting with the asset placement, simple code to program floating/rotating objects, as well as obstacles the player needs to hurdle over to be easy.

This is the third "stage" players are presented with, which implements picking up and placing down rocks as an object for ammo to a catapult (using simple code identical to last level). I also put in death-boxes to promote the player to avoid obstacles.

This is the third "stage" players are presented with, which implements picking up and placing down rocks as an object for ammo to a catapult (using simple code identical to last level). I also put in death-boxes to promote the player to avoid obstacles.

This is the fourth "stage" players are presented with, taking advantage of a fire animation I created, I staged a village in which the vikings are getting supplies for their upcoming battle. This level incorporates similar design to the last, but faster.

This is the fourth "stage" players are presented with, taking advantage of a fire animation I created, I staged a village in which the vikings are getting supplies for their upcoming battle. This level incorporates similar design to the last, but faster.

This is the fifth "stage", the climax of the title. This level has everything the previous levels did, including more dangers overall. This level was entirely modular and I built this all from scratch with assets listed on itch.io (link in description)

This is the fifth "stage", the climax of the title. This level has everything the previous levels did, including more dangers overall. This level was entirely modular and I built this all from scratch with assets listed on itch.io (link in description)

This is the sixth "stage", which pits the player in a position of control of a rowboat - the goal is to escape through the narrow pass to the longboats. This level has a unique design to top off the end of the story. I used lots of natural assets.

This is the sixth "stage", which pits the player in a position of control of a rowboat - the goal is to escape through the narrow pass to the longboats. This level has a unique design to top off the end of the story. I used lots of natural assets.

The British Isles - Vikings 793 AD | GAMEPLAY