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Aquagrid       2017

A VR building puzzle game

Teammates:                     Vincent Freyer, Sebastian Schneider, Caspar Schirdewahn

Development time:        Three weeks

My Tasks:                          Game design, production, environment design, textures, visual effects, coding

Coaches:                           Susanne Brandhorst, Thomas Bremer

Mixed reality screenshot

Mixed reality screenshot

Mixed reality screenshot

Mixed reality screenshot

Big building structure

Big building structure

Pointing the ray to see patterns

Pointing the ray to see patterns

Aquagrid booklet cover

Aquagrid booklet cover

Aquagrid controls

Aquagrid controls

Aquagrid scoring rules

Aquagrid scoring rules

Alternate booklet cover

Alternate booklet cover

Alternate booklet cover

Alternate booklet cover

Aquagrid logo coloured

Aquagrid logo coloured

Aquagrid logo black

Aquagrid logo black

Aquagrid is a relaxed underwater VR puzzle game in which the player builds and optimizes an underwater station. The station consists of modules that can have one of three colours (RGB).

Every module has a shape outside of it. This shape has to be filled with other modules. If the shape of a module is filled completely, the module can be activated. It then illuminates all modules within its shape in its own colour. Illuminated modules give the player points. If two different colours overlap in one module, the colours mix additively and give even more points. The same colour can not overlap in one module twice.

The game is separated into multiple levels that get more complex as the player progresses. To get to the next level, the player has to get over a score threshold with a limited amount of modules and module-replacements.

Making of

Making an analogue 2D prototype

Making an analogue 2D prototype

2D Prototype

2D Prototype

Testing the placement of modules

Testing the placement of modules

Early underwater visuals test

Early underwater visuals test

Early underwater visuals test

Early underwater visuals test

Hand painted height map

Hand painted height map

Generating terrain in blender

Generating terrain in blender

Wireframe of the heightmap-terrain

Wireframe of the heightmap-terrain

Visual development: concept art

Visual development: concept art

Texturing prototype of a module

Texturing prototype of a module

Made with Substance Painter

Made with Substance Painter

Integration of the module in Unity

Integration of the module in Unity

Visual test

Visual test

Shape change of the module

Shape change of the module

Final design of our modules

Final design of our modules

Designing shapes

Designing shapes

All shapes in the game

All shapes in the game

Balancing levels / game phases

Balancing levels / game phases

After a long testing session

After a long testing session

Vegetation texture painting

Vegetation texture painting

Coral colour variation

Coral colour variation

Adding vegetation

Adding vegetation

Set dressing

Set dressing

Another vegetation texture

Another vegetation texture

And its implementation in the scene

And its implementation in the scene

Set dressing

Set dressing

Vegetation texture

Vegetation texture

Set dressing

Set dressing

Texture for round plants

Texture for round plants

Height map for normal map generation

Height map for normal map generation

Sponge texture

Sponge texture

Set dressing

Set dressing

Our timeline

Our timeline

Making a booklet

Making a booklet

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