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UI/ UX Pitch to Incendiary Blue
We were presented with the fantastic opportunity to present our UX/UI concepts to Incendiary Blue, where our UX/UI designer Luke got to...

joshdavidson1
Jan 6, 20222 min read
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Mana System (Josh D.)
We wanted to stop the player from always having access to the crystal, and the original idea was a cooldown system. Still, after many...

joshdavidson1
Jan 6, 20222 min read
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Final Push
After the team took a well-deserved break over Christmas, it was time to start back on the project, and Holly had drawn up a diagram...

joshdavidson1
Jan 6, 20223 min read
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Lighting & Post-Processing (Josh D.)
With it coming to the end of development, it was key that the lighting was correct on all levels. This would be done by using; Point...

joshdavidson1
Jan 4, 20222 min read
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Portals/ Level Streaming (Josh D.)
We wanted a quick way for the player to move about the levels, and that's when we thought about introducing some portal system to allow...

joshdavidson1
Jan 4, 20221 min read
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Training Area Level Design (Josh D.)
One of the new levels added due to the level design rework was the training area (read about in 'Level Design Rework' blog). This was...

joshdavidson1
Jan 4, 20222 min read
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Main Menu Rework (Josh D.)
Halfway through the development, Luke Shingleton had picked up multiple roles early on and did a quick block out of an idea of how the...

joshdavidson1
Jan 4, 20223 min read
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Level Design Rework Planning (Josh D.)
In week ten, we started to have real doubts as a team about the playthrough of our game as it drew near to the deadline. Our level...

joshdavidson1
Jan 4, 20222 min read
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Shield System (Josh D.)
If you have seen my 'Crystal System' blog post, you would have seen a magical crystal inventory. However, after getting feedback from our...

joshdavidson1
Jan 4, 20222 min read
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Crystal System (Josh D.)
If you have read my previous blog called 'Magical System', you will have noticed how we have used a crystal menu to allow the player to...

joshdavidson1
Jan 4, 20224 min read
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Team Management (Josh D.)
Team Communication With our team only being on campus two days a week we need a way to stay up-to-date and be able to communicate with...

joshdavidson1
Jan 4, 20222 min read
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Magical System (Josh D.)
One of our game pillars was a diverse combat system (read about in the planning blog). Instead of just having a melee system, we also...

joshdavidson1
Jan 4, 20226 min read
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Reflective Blog
London's Darkest Hour In this project, I have used the 'Advanced Locomotion System' to re-create an environment that highly represents...

joshdavidson1
Dec 21, 20216 min read
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VR Smooth Locomotion System (Josh D.)
In last week's blog, we discussed the research I did behind the character movement. One of the people who provided their input on smooth...

joshdavidson1
Oct 13, 20214 min read
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London's Darkest Hour - Level Design Pre-Production
Introduction In this project, I set out to create a third-person action & adventure game set in East London around the 1990s - 2000s. The...

joshdavidson1
Oct 13, 20219 min read
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Critical Analysis - The Division 2
Throughout this blog, I will be analysing the level design of 'Securing The Lincoln Memorial' & 'Roosevelt Island Stronghold' inside The...

joshdavidson1
Oct 6, 20217 min read
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Planning (Josh D.)
The first week is all about planning and coming up with ideas, and that's what our team did. We used Miro to brainstorm various ideas,...

joshdavidson1
Sep 29, 20214 min read
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