Dice Driver is a 3D platformer where you maneuver throughout levels to reach the dice tray at the end. Be cautious of your rolls, however, as the number you land on will impact how you move throughout the level. Will you make it to the end through poker chips, cards, and ramps?
We made Dice Driver as a part of the 2022 GMTK Game Jam by 7 Bradley University senior capstone students.
- Design & implement various levels into the game
- Discuss gameplay ideas with designers and programmers
- Implement models and VFX into the different levels
- Create 3D models with Maya
-Create 2D art for the Main Menu and more
When the Game Jam began, I started sketching ideas onto my notebook and exploring how to expand levels with the golf and randomness themes. I knew that I wanted the levels to be relatively short to feel like a mini-golf course, and I experimented with different obstacles to make each course feel different from another.
Below are images of the starting concepts (left image) to the final (right image) for the eight levels created. Click on either image to see the full-scale image.
In the intro level, I wanted to keep it short and sweet so players could experiment with the dice' randomness and movement. I added a bump in the middle to avoid a straight-shot course and allow for some momentum to land in the dice tray at the end.
In the second level, I kept the same level layout but introduced the poker-chip stack as the first obstacle. Players would need to maneuver around the obstacles while progressing toward the end.
Starting in the third level, I introduced a new obstacle in the cards and a map interactable in the ramp. The cards would act similarly to the chip stack but allow players to traverse them. Once players interacted with the bridge, they would launch into the next area. The ramp would allow players to cross the map faster but had a riskier chance to fall out of the map.
The fourth level was designed around exploring the bridge interactable more with some card obstacles to reaffirm what each object did.
For the fifth level, I designed it to use the obstacles and place them to allow players to hit angled shots for progression. The angled section towards the end was designed using a combo of the poker-chip stacks and angles to challenge players to hit the ideal shot to move upwards.
I wanted to experiment with floating islands in these two levels, so I used the ramps to make that functionality possible and incorporated obstacles, causing players to angle their shots based on their position.
*there was originally a different level 6 before these two levels before I decided to cut the level as it didn't add much to the game*
In the final level, I incorporated everything previously introduced in the game by creating a larger level with various paths for players to choose where they preferred to travel.
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