Samuel Schlenker Game Design
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Project Overview
Marauder No. 9 is a 2.5D shooter-platformer built in Unity and released on itch.io that I developed over the course of a semester with a group of students. In this game, you play as a high-tech bounty hunter armed to the teeth who is tasked with eliminating a spaceship full of deadly robots from the inside. This page showcases my contributions to the project and its progression from concept to completion.
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Team Size: 5
Major Contributions
System Design
Designed gameplay systems and worked with scriptors to create a framework for multiple systems
Gameplay Design
Designed and created concept sheets for gameplay mechanics and worked with scriptors to turn gameplay concepts into final mechanics
Visualization
Helped with the visualization and concepting phase of development including the environment references, and UI references
VFX
Implemented the explosion effects into the game using Unity's free effects suite
Player Animations
Implemented the player animations into the game using scripts and Unity's Player Animator
Gameplay mechanics
All of the core mechanics made it into the final demo, but they did not all make it in as originally planned. Some mechanics such as the hover mechanic were given extra functionality, now allowing the player to move while hovering akin to a jet pack. Other mechanics such as the grenade roll made are functionally the same as the mechanic was originally but did not receive the visual polish that was intended.



prototyping
Once the suite of player mechanics were determined and documented, the next step was to work with the programming team to prototype and create a solid framework to iterate upon. This meant creating rapid-prototypes to test mechanics which were then improved and finalized to create the final mechanics.
Call-out sheet
After the team settled on the gameplay direction, it was my job as the systems designer to create a set of core mechanics for our player character. The systems I ended up drafting in this call out sheet were: a defensive shield raise mechanic, a grenade roll and detonate mechanic, a hover mechanic, and an energy shield reflect mechanic. This call out sheet was used to communicate to the programming team what the goal of each system was.



Brainstorming/Finding References
Once the suite of player mechanics were determined and documented, the next step was to work with the programming team to prototype and create a solid framework to iterate upon. This meant creating rapid-prototypes to test mechanics which were then improved and finalized to create the final mechanics.
Credits
Jalin Johnson
Environment Artist, Lighting Artist, Asset Collection, 3D Modeler, Rigging Artist, Character Texture Artist, Character Animation
Lee Rodgers
Tim Lin
Matthew Meldrum
Samuel Schlenker
Mabry Schlenker
Character Animation, Project Management, Level Design, Audio
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Scriptor, Gameplay Programmer
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Scriptor, UI Programmer
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System Designer, Gameplay Designer
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2D Concept Artist
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