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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 |
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![]() Big building structure | ![]() Pointing the ray to see patterns |
![]() Aquagrid booklet cover | ![]() Aquagrid controls |
![]() Aquagrid scoring rules | ![]() Alternate booklet cover |
![]() Alternate booklet cover | ![]() Aquagrid logo coloured |
![]() 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 | ![]() 2D Prototype |
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![]() Testing the placement of modules | ![]() Early underwater visuals test |
![]() Early underwater visuals test | ![]() Hand painted height map |
![]() Generating terrain in blender | ![]() Wireframe of the heightmap-terrain |
![]() Visual development: concept art | ![]() Texturing prototype of a module |
![]() Made with Substance Painter | ![]() Integration of the module in Unity |
![]() Visual test | ![]() Shape change of the module |
![]() Final design of our modules | ![]() Designing shapes |
![]() All shapes in the game | ![]() Balancing levels / game phases |
![]() After a long testing session | ![]() Vegetation texture painting |
![]() Coral colour variation | ![]() Adding vegetation |
![]() Set dressing | ![]() Another vegetation texture |
![]() And its implementation in the scene | ![]() Set dressing |
![]() Vegetation texture | ![]() Set dressing |
![]() Texture for round plants | ![]() Height map for normal map generation |
![]() Sponge texture | ![]() Set dressing |
![]() Our timeline | ![]() Making a booklet |