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Pathing and Player Guiding

Major Hertz                  http://projects.myvfs.com/games/gd24_MajorHertz/

On this project of 5 people i was a mix of Tutorial Design, User Experience and Level Design. Major Hertz is about an 80s action hero in space, where you take control of the major and take the fight...Literally to the enemy.

Introducing our players to our path system and guiding them through Level design in the tutorial was another of my challenges. i did this through placing enemies in their path to push them forward since our resource in Major hertz is manpower which you gain from shooting enemies.

Moment To Moment

Mechanic introduction

Level Pacing and Variance of Play

I'm a paragraph. Click here to add your own text and edit me. It’s easy. Just click “Edit Text” or double click me and you can start adding your own content and make changes to the font. I’m a great place for you to tell a story and let your users know a little more about you.

Another interesting Challenge in building our tutorial was to find well paced and planned methods of introducing our mechanics, like Wall running, shooting, shooting and boosting.

One of the Challenges as my role as the User Experience designer and tester, was to ensure the player always had a clear vision of where to go and the pace of gameplay didnt overwhelm them when playing through our game.

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