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About me

Hello everyone, my name is Tao Yuhao. I have a bachelor's degree in architecture from a five-year domestic architecture major. After graduation, I worked in architectural design at a Grade A design institute in Shanghai for three years. Because I have always loved games, I went to work in August 2023. I am studying for a Master of Science at the School of Interactive Entertainment at the University of Central Florida, majoring in level design. During my time at school, I not only systematically learned theoretical knowledge related to game design and development, but also gained a good reputation through practical cooperation with classmates. At the same time, my My architectural study and work background also gave me professional design capabilities in space, streamlines, colors, light and shadow, etc.

Some of my recent projects

作品一:PVE动作射击肉鸽游戏

Steam链接:

欢迎观看实机演示视频:

1. 游戏简介

该项目是一款第三人称动作射击Roguelike游戏,战斗节奏紧凑,现已上线Steam。在这个团队合作项目中,我主导了关卡整体规划,并为多个关卡引入了各具特色的机制,使其与游戏核心玩法及关卡目标紧密结合,提高了策略性和趣味性。

例如在锻造工厂关卡中,目标是在规定时间内尽可能多地消灭敌人。玩家可以通过射击敌人脚下的平台,使其沉入铁水中,铁水会对落入其中的多名敌人造成持续伤害,从而更高效地消灭敌人。同时,玩家也需要明智地做出选择,避免自己掉入铁水中受伤。该关卡在内部测试时就因其高策略性与高成就感而获得了一致的高度评价。

玩家主要通过使用枪械射击进行攻击。在每局游戏开始时以及每通过一个关卡后,玩家会随机获得三种枪械能力的buff。游戏中,这些buff被包装成“电池”,不同颜色的电池代表不同类型的buff玩家可以使用闪现和喷气背包进行快速机动。游戏中的敌人包括一个最终Boss和三种普通敌人,不同敌人具有不同的特性,例如会飞行,或拥有坚固的正面装甲但背部脆弱。

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每通过一个关卡,玩家可以从十二种类型中选择一种新buff,并且可以查看已获得buff的组合情况。此外,玩家还有一定数量的机会更换已出现的buff,从而更容易达到理想的搭配。这种设计通过为玩家提供掌控感,进而增加游戏的乐趣。

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Buff种类会显示在玩家背部的轮盘上,玩家每次射击时,轮盘会像左轮手枪一样转动一格。各类buff会根据轮盘的转动方向按顺序触发,玩家可以通过调整各buff的位置来改变其触发顺序,从而实现更理想的实战效果。例如,许多玩家喜欢将能把多个敌人吸附在一起的紫色电池安置到能在死亡后对周围敌人造成伤害的红色电池之前。

电力机房

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锻造工厂

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2. 游戏关卡介绍

本游戏共有五个关卡,由三名关卡设计师分别开发。其中,我负责设计和制作了“电力机房”和“锻造工厂”两个关卡。

每局游戏的关卡出现顺序不同,每个关卡的通关条件也各不相同。第一个关卡只会出现一种敌人,随后的每一个关卡都会增加一种新的敌人。Boss战拥有专属关卡,并且必定出现在最后。

我为负责的两个关卡设计了符合各自场景主题的机制玩法。在“电力机房”中,关卡中心有一座巨大的电塔,其底部会定时向四周发射环形能量波,玩家接触能量波后会受到伤害。因此,我在房间四周布置了四个会自动升降的圆柱,玩家可以使用跳跃和闪现的组合技在圆柱间移动,并在圆柱下降时跳到其上,以躲避能量波。

而在“锻造工厂”中,有红色铁水,会对玩家和敌人都造成伤害。以下将以该关卡为例,介绍其主要玩法及设计过程。

1. Level introduction

This level is a third-person PVE action shooting game level with the goal of creatingFast-paced and excitingcombat experience.

The main body of the level is composed offour terraces of different heights(white area), the interior of two of which is accessible,The mesa is divided by red areas, players entering this area will continue to have their HP deducted until they leave. Use platforms, ramps, etc. to connect the platforms.

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锻造工厂白盒模型

4. 锻造工厂更新过程

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Phase I

该关卡的设计重点在于通过为玩家提供丰富的战斗路径选择。

 

将关卡划分为四个不同高度的台地,充分利用垂直方向的空间来增加玩家的机动选择,以此鼓励其快速机动以免落入敌人包围,从较远距离击杀敌人。

Phase II

优化关卡布局,通过为其中加入掩体、优化路径等方式优化战斗体验,打造快节奏的战斗流程。

Phase III

将射击这一核心机制与关卡内会对玩家与敌人造成伤害的红色铁水这一要素相结合,设计出可通过射击沉入铁水中的平台这一游戏要素。

 

玩家既要看准时机将平台沉入水中,又要避免自己在此过程中受伤,极大提高了关卡的可玩性与趣味性

Horror survival game chase level

Welcome to watch the full demonstration video

3. Test iterations

1. Test iterations

After testing and iteration, processes such as pathfinding and crawling in ventilation ducts, platform jumping in a two-story atrium, and crawling in rubble piles while avoiding enemy attacks were added to create a diverse chasing experience. At the same time, obstacles, Interactive props and more further create changes in rhythm.

At the same time, at important nodes at the end of the exploration phase or the pursuit phase, we strengthen the guidance for players, such as showing them the location of the next target point, or helping players find their way and solve puzzles by placing assets and props in the scene.

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游戏实机画面

二、关卡展示

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 2F floor plan

 1F平面图

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3D model display

Level plan diagram

This level islinear level, based on the player's movement speed and the play time of the level, combined with the size of the actual hospital, it was initially determined that the level was a building with a plane size of 48m*42m and a main two-story building.

The basic configuration of the building is a two-story atrium in the center. Corridors are mainly distributed around the atrium (gray area in the picture), and rooms are arranged around the corridor (white area in the picture).

2. 玩法要素

本关卡共包括两个谜题,玩家需要找到写着密码的信件,用其打开门锁,进而开始下一阶段的游戏流程。

 

第一个谜题仅需找到一份信件即可获得密码,而谜题二的密码则被拆分到了两封信件中,信件收集齐全后玩家需要尝试不同的密码组合方式来获得正确的密码。

玩家的逃生、探索过程中,都需要推动推车,有的推车挡住了玩家逃生的通路,玩家也可以通过跳到推车上使自己抵达通风管等特殊空间中,或拿到高处的信件。

玩家在逃生时不仅要在走廊、房间内奔跑,还需要在二层高的中庭内的平台之间跳跃、在瓦砾堆中一边匍匐一边躲避敌人的攻击、利用障碍物地形与敌人周旋、跳过或利用梯子跨越坑洞,这些不同的玩家行为都丰富了游戏体验。

3. Test iterations

1. 玩家尺度

3. 敌人尺度

1. Test iterations

After testing and iteration, processes such as pathfinding and crawling in ventilation ducts, platform jumping in a two-story atrium, and crawling in rubble piles while avoiding enemy attacks were added to create a diverse chasing experience. At the same time, obstacles, Interactive props and more further create changes in rhythm.

At the same time, at important nodes at the end of the exploration phase or the pursuit phase, we strengthen the guidance for players, such as showing them the location of the next target point, or helping players find their way and solve puzzles by placing assets and props in the scene.

2. 建筑尺度

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