Limbitless Solutions
Quantum’s Pursuit 2D platformer

RESPONSIBILITIES:

  • Designed each levels map and its content.

  • Built, tested, and iterated all 16 levels. 

SOFTWARE USED: Unity. 

Design Intentions :

  • Focus on creating a fun level

  • Design around training moments being at the fore front.

  • Keep the pacing of fun and training steady to keep player engaged and training.

Quantum’s Pursuit is a 2D Multi-World Platformer aimed at training kids with limb difference how to use a bionic arm. Created and designed around an accessibility EMG controller.

Quantum’s Pursuit puts you in the character of Dani, a bionic kid searching for and fighting to free Dr. Quantum from the evil robots. With the help of Mic from the lab, Dani can explore, upgrade, and obtain new powers and abilities. With these powers Dani can explore four different elaborate worlds: Ethereal, Serenity, Shadow, and Warrior. Dani must explore each world to get powerful enough to defeat all the evil robot bosses and face Mr. Galactadork to save Dr. Quantum.

Ethereal

  • Player gets the first power which can be shot using any amount of muscle flex.

  • Designed puzzles and enemy encounters to create as many opportunities to have the player flexing as possible

  • Start easing the player into more complex encounters

Serenity

  • Player gets the second power “Arc” where the more you flex the more of an arching shot you create and will shoot.

  • Designed puzzles and enemy encounters to create as many opportunities to have the player flexing as possible

  • Advance the gameplay and design to utilize both powers.

  • Make the player flex with each power while advancing the gameplay to be fun and challenging.

  • Arc activation tower was created to make the player use the Arc power

  • An enemy shield system allowed for more of a challenge when facing enemies by being forced to use different powers to take down enemy shields.

Shadow

  • Player gets the third power “Electric ” having three different thresholds each activating a different scaled attack with that power..

  • Designed puzzles and enemy encounters to create as many opportunities to have the player flexing as possible

  • Advance the gameplay and design to utilize all powers.

  • Make the player flex with each power while advancing the gameplay to be fun and challenging.

  • Generator that needs them to hit a certain threshold with the electric power to turn it on

  • New electric trap that destroys enemies, a light bridge, and a crane.

Warrior

  • Designed puzzles and enemy encounters to create as many opportunities to have the player flexing as possible

  • Advance the gameplay and design to utilize all powers.

  • Make the player flex with each power while advancing the gameplay to be fun and challenging.

  • keep the player flexing in different ways through traps, generators activators, enemy encounters and more

Lighting

Used post processing, global lights, color variation, light intensity, fall off, and a mix of spot and free form lights to bring each environment to life in different elaborate ways.