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Missile Command

Solo Reworked and Polished: 3/2018 - 4/2018 

Original Group Prototype: 2/2017 - 3/2017

Responsibilities

  • Designed and implemented the quest system and 2 missions, with accompanying rewards and strived to test the systems in order to achieve balanced gameplay. 

Game Designer

  • Designed and implemented the level progression system using C# scripting, and employed testing methodologies to polish and iterate on the player experience.

Missile Command Gameplay

Missile Command Gameplay

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Missile Command is a unique recreation of the classic 1980's arcade game by Atari. It was designed first as a prototype of the classic game, and once our team of 5 successfully made a working prototype featuring all of the mechanics of the arcade game, we then took it to the next stage and started implementing our own unique mechanics into the game. 

 

Missile Command was originally prototyped over the course of 3 weeks for an academic course, and being a group student project with a short time frame meant that the was very little chance that it would receive a lot of polish. This never sat well with me, but after the course was over there was never enough time to revisit old projects.

 

Now, I have completely overhauled and polished our version of the classic missile game. With the overhaul, I focused on getting every system to a shippable state, which included adding art, sounds, and particles to assets, and required a massive change to our progression system. In its previous state, the game was nearly unplayable past the first few levels due to how unbalanced the enemies were. The enemy projectiles were re-balanced, starting off slow during the early levels and gaining speed as the game went on. Our boss enemies were removed from the game as I realized that to make them interact in a meaningful way with the game's systems would require an unreasonable amount of development time dedicated to a single system. In their place, I added a wave-based progression system for each level, with enemies speeding up after each wave. 

 

With this revamp, I received a chance to design a new system based off of my design passions. This new system is the game's quest/mission functionality. Missions provide the player with extra objectives to complete during the game's level's, and I designed them to take advantage of dynamic gameplay that can arise from the game's mechanics. 

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