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Snatcher Rogue-Like

Developed by my workshop team TBA Games
- I was the Lead Level Designer in charge of puzzle development, overall level orientation, and set dressing. I also made the release trailer for our website.
- "Snatcher” is a 2.5D isometric roguelike where you play as the Snatcher. The main objective of the game is the completion of room-to-room dungeons against environmental and movement-based challenges. This game is set to be developed for PC.
- Check out our site for all thing snatcher and walk through the production journey.
Our website: https://sites.google.com/view/tbagames/home

Trailer I created in mid-production for pitching the game. Majority of the assets displayed are different as they were placeholders during that stage and not made by our team.

Our frog-based character Snatcher concept - by Lead Artist Sarah

Our frog-based character Snatcher concept - by Lead Artist Sarah

Very early level concept based on discussions with the art team - by Lead Artist Sarah

Very early level concept based on discussions with the art team - by Lead Artist Sarah

More refined concept of general environmental aesthetic that I aimed to achieve - by Lead Artist Sarah

More refined concept of general environmental aesthetic that I aimed to achieve - by Lead Artist Sarah

The idea was for each level to progress with iterations on the previous one. Level one introduces player to basic enemy interaction, movement possibilities, and ability usage.

The idea was for each level to progress with iterations on the previous one. Level one introduces player to basic enemy interaction, movement possibilities, and ability usage.

Level two shown here and continuing levels are iterations upon previous mechanics steering players into more high-intensity situations with varying solutions. Here invisibility is used to sneak past enemies which is one of three options.

Level two shown here and continuing levels are iterations upon previous mechanics steering players into more high-intensity situations with varying solutions. Here invisibility is used to sneak past enemies which is one of three options.

Continued variation in levels three through four to make collectables (keys for game completion) and exploration more engaging.

Continued variation in levels three through four to make collectables (keys for game completion) and exploration more engaging.

Placement of obstacles such as wind tunnels contributed to increasing difficulty. Player feedback reflected the satisfaction in new challenges that required a new avenue of thinking to complete.

Placement of obstacles such as wind tunnels contributed to increasing difficulty. Player feedback reflected the satisfaction in new challenges that required a new avenue of thinking to complete.