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SPIRIT RUSH

INTRODUCTION

Spirit Rush is a local multiplayer party game. 

4 players fight to takes possession of the mask. When a player picks up the mask he has to stay in a zone that travels the map. Other players should eject him from the zone. The first player to reach a certain score wins the game.

He was made in 10 days with a team of 8 for a school project 

FACT SHEET

  • Type: Party game

  • Theme: Aztec Mythology

  • Camera: Top view  

  • Number of player : 4

My work

  • Level Design

  • Block Out

Intentions

  • Arena level design 

My process

Define intentions and metrics​

Sketch / Layout

Block Out

Test

Finish

SpiritRushFinalCorridorRework.png

The Arena

The map is designed in 4 zones: 

SpiritRush4ZoneRework.png
  • The departure (green) 

  • The first corridor (yellow) 

  • The central zone  (orange)

  • The end corridor (red)

SpiritRushDeparturerework.png

The departure 

This is where the game begins. This zone is open, with no obstacles on the zone path

It helps the new players to focus on the mechanics.

SpiritRushZone2rework.png

The first corridor

This part of the map is closer, and can be divide into subpart.  

The first part is made of static obstacles that are on the "zone" path, it reduces the surface of the zone, and made it easy to push the player outside the zone. 

The second part is made of moving obstacles (purple), that can be used to protect the player inside the zone or help the others to block and push the player in the zone.  

SpiritRushZoneCentralRework.png

Central zone

 

The central zone is more open but works like the corridor. There is static obstacles but they are bigger.

 

To end this part of the map there are moving obstacles (purple) that act as a gate. 

Final Corridor

The final corridor is full of moving obstacles with a delay between each platform that makes a wave pattern.

GENERALITIES

DETAILS

Iteration

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