Ethan CossioGaming Sage

Level Designer | Game Designer | Programmer

Ground Zero

Procedural dungeon rooms built around melee-first player agency.

Ground Zero is a top-down dungeon crawling rogue-like. Your goal is to delve into the power plant, fighting off enemies, exploding barrels, and dodging a variety of traps.

Project facts

Developer(s)
ISU Game Development
Platform(s)
PC
Genre(s)
Top-Down, Roguelike, Dungeon-Crawler
Release date
November 1st, 2020
Project length
3 months
Engine & tools
Unity, GitHub, Discord, Google Docs, Google Drive, Google Slides

Roles & responsibilities

Level Design

  • Drafted procedurally generated rooms.
  • Playtested and iterated rooms.

Programming

  • Coded aspects of the rooms' functionality (door slide, item pickup).

Game Design

  • Drafted bosses and encounter mechanics.
  • Balanced enemies and items.
  • Designed area themes.

Research

  • Analyzed the level design of games inspiring this project such as The Binding of Isaac and Nuclear Throne.

Behind the scenes

The player would start off with a knife for a melee weapon and the rooms were randomly generated. With that in mind, we were designing the levels around the possibility that a player would have no ranged weapons available. The levels I generally designed for this game would require the players to approach enemies differently depending on whether they had a ranged weapon or not. For example, if you had only a knife, you would have to be spotted by a ranged enemy and lure him around the corner to melee it to death—or you could fire at the barrel next to them without engaging in close-quarter combat. Each level has been made to give empowerment to the player regardless of what weapon they have with their own creative solutions.

Gallery

Game projects

Golden TidesWild Sky TDTenebrisGround ZeroKeeper of the Winds