Triangulum was developed by a small group of 4 people at the University of Utah.  The team consisted of 1 artist, 1 engineer, 1 audio technician, and 1 designer (myself). 
 This was my first real attempt at making a game using Unity 2D.  We set a goal when we first began the project to present the game during EAE day at the university.  With enough team cooperation and motivation, we reached that goal.
Below are some pictures taken in game.  Once the payer has survived 5 full rounds, on level 1, they may unlock the next area, which includes new enemy types, obstacles, and better opportunities to earn points.
Level 1
Level 1
Level 2
Level 2
Level 3
Level 3
Before the levels came to be what they are now, they looked like this:
Level 4 (Coming Soon)
Level 4 (Coming Soon)
Level 2 Idea
Level 2 Idea
Level 3 Idea
Level 3 Idea
Aren't those just pretty? My designs typically begin in my sketchbook, as I am a visual learner.  Drawing out ideas helps me learn and makes it easy to get the ideas across to my teammates.
Designing the new enemies was the most fun part.  As the player unlocks a new area, a new enemy is added to the mix.  I added a bestiary feature so the player could read about the different enemy types. Here are some photos: 
Chase Enemies
Chase Enemies
Projectile Enemies
Projectile Enemies
Trap Enemies
Trap Enemies
Surprising enough, the addition of the new enemies with every level really spiced up the game. Older enemy types are carried over into newer levels with new skins to match the theme of the level.
One of the hardest parts about making this game was balancing the amount of points earned and spent. I went through many iterations of the upgrade menu based on player feedback. Anytime I observed a player stuck or confused in the menu, I would revisit my design. Eventually I came to this design:
If you want to check out these features for yourself, you can. Just visit this link and you can download it for free.
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