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Beat Him!

Team : 6
Position : Level designer, pitcher
Duration : 3 days (2018)
Available here

Beat Him! is a rhythm game where you have to build a new Babel Tower, from the Assyrian Golden Age to a futuristic Korea by keeping the beat.

 For  BeatHim! , we wanted to focus on the multicultural aspect of the Babel Tower myth. Therefore we designed  4 levels of 4 parts each , each one representing 4 main cultures/historical eras :  -The  Assyrian Golden Age  -The  Mayan Civilization  -

For BeatHim!, we wanted to focus on the multicultural aspect of the Babel Tower myth. Therefore we designed 4 levels of 4 parts each, each one representing 4 main cultures/historical eras :

-The Assyrian Golden Age
-The Mayan Civilization
-The Italian Renaissance (Milan/Florence/Venice)
-Contemporary Korea

Each level has specific graphical and sound identity, as well as a particular melodic theme and custom symbols.

Every time the player finishes a sub-level, a new floor is built, and they can go on to the next one.

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Designing the patterns

Designing the patterns

I was in charge with the level design and I first proceeded by listening to the tracks designed by the Sound designer of the team.

I first worked on paper, just to have a brief idea of the general patterns and how the player’s progression and difficulty could look like, tweaking the notes as the final version became more precise.

 When the 15 levels were done on paper, I was able to work on a custom level design tool on Unity made by our programmer.  Each time I pressed a corresponding input, a specific note was falling from a generator. Therefore, it was possible to lauch th

When the 15 levels were done on paper, I was able to work on a custom level design tool on Unity made by our programmer.

Each time I pressed a corresponding input, a specific note was falling from a generator. Therefore, it was possible to lauch the music in Unity and build an entire level sheet by reproducing my paper-made patterns in Unity in rhythm with the real music, just as if I was ‘playing’ the game.

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 At the end of the track (~15sec), an entire  sheet  was made, corresponding to a  specific level , and we could  use this prefab  in the game so it would be  replaced with the indications  the player would use to  reproduce  what I first made by han

At the end of the track (~15sec), an entire sheet was made, corresponding to a specific level, and we could use this prefab in the game so it would be replaced with the indications the player would use to reproduce what I first made by hand.

 The more the player  keeps the rhythm , the  more floors  they can build, the  more points  they get as they come closer to the monotheistic God, and their victory.

The more the player keeps the rhythm, the more floors they can build, the more points they get as they come closer to the monotheistic God, and their victory.

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