Nathan Eyles Game Design
Tetra-Nova
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You play as the duo Tetra and Nova, Tetra the rambunctious fish and Nova the powerhouse robot, as they journey through a post-apocalyptic world. Typically, post-apocalyptic worlds are dark and dangerous, focusing heavily on the destruction side of things. We took a brighter approach, and set it in a world where humans just no longer exist. Due to the disappearance of humans, aquatic life now reigns supreme on land with the help of robots.
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Playing as 2 characters gave us a somewhat unique opportunity to have a lot of fun with the 2 different characters. Nova the robot is strong and can attack enemies, whereas Tetra the fish is extremely vulnerable, but she's small and she's quick. We designed these 2 characters to be almost polar opposites of each other, specifically to show how opposites can work together for the greater good.
Tetra-Nova is the culmination of 2 years of dedicated learning, and 20 weeks of blood, sweat, and a few tears. This 3D platformer is the final project of my studies with AIE. Myself and my fantastic team have slaved over this title, applying our collective abilities to create something simply wonderful and joyous.
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As you may have seen from the trailer, we took heavy inspiration from the Dark Souls series.
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I kid of course. Banjo-Kazooie, Super Mario 64, and other such classics from that era were the main inspirations for this title. We wanted to create a 3D platformer revival that could stand with the best of them.​
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My primary duties for this project was Production Lead and Level Design and general game design.
With my fellow classmates, I designed the main mechanics of the duo, from their jump heights, movement speeds, and individual abilities. As Production lead, I was responsible for ensuring each persons views and opinions were heard in a safe and respected space, and encouraged all members to voice any opinions and/or concerns they may have about specific elements of the game or the entire direction of the game. I truly feel like there is no such thing as a bad idea. There are just ideas that either don't fit the game, or don't fit the schedule. As the lead, it came to me to make those very difficult decisions if a certain mechanic or direction was to be cut. In these events, of which there were many, I approached things in a calm and mature manner. If someone's work was to no longer be included due to a change in direction or a lack of time, I put on my optimistic glasses to see if we could still salvage something and perhaps include it in a limited capacity.
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These are at times extremely difficult decisions to make, but I handle them with maturity and an optimistic look ahead. In fact, some of the previously cut content found its way back into the game after another change in direction. Anything can happen in development, so I always made sure any ceased content remained tight in that back pocket in the event we discover a way to include it again.
For the level design aspects of my role, I was tasked with creating some fun and engaging experiences for Tetra (the fish) to play. I single handedly created the Mine Hell area, the Sewer Tunnel area, and the Collapsing Scaffold area. For these areas I approached it from a very simple point of view: Is it fun?
I didn't bog myself down with all these complicated mechanics or programming, I simply set myself the challenge to make some fun and unique areas, and I feel I not only succeeded in that, but I absolutely smashed it! I collaborated with fellow designers to create additional areas within the game, and fine tune the whole project.
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I also single handedly created the opening tutorial section. I designed it to be narrow, dark, and linear. This was done purposefully as a direct contrast to the bright, wide, open area of the rest of the level.
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I know that this page is extremely wordy, but if you've made it this far and I haven't completely bored you to death, then hopefully that means you're sharing my enthusiasm!
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Below you'll find a link to download and play Tetra-Nova.
Please do!
I've had a blast building it. I've had a blast playing it.
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I have no doubts that you'll love it as much as I do!
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Team of 7
5 Designers.
2 Artists.
Time period
20 weeks.
Equipment
Unity 2022
Maya
ZBrush
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Roles/Duties
Production Lead:
-Communicated clearly tasks required and expected completion dates.
-Resolved conflicts amongst team members due to differing opinions on optimal game direction.
-Conducted regular scrum meetings with all team members.
-Actioned feedback received from trainers, classmates, and externals individuals.
-Implemented appropriate work schedules for individuals based on technical skill level.
Game Design:
-Designed mechanics for main characters and enemies.
-Created prototype programming for enemies.
Level Design:
-Individually created all sections for the fish character.
-Created tutorial section as a linear experience, to be a direct contrast to the open-world nature of the rest of the game.
-Collaborated with other designers to curate a bright, lived in world.
-Conducted regular play testing and making adjustments based on individual findings as well as team member and external feedback.
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