
TranceSylvania
tools used:
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Unity
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Blender
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Adobe Illustrator
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Git
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Google Sheets
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Miro
June 2025 - July 2025
what did i do??
my role: designer/artist
game design
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core idea
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this project was developed for the Quiver Games Incubator which was a 6 week-long mentored game jam program.
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we starting by designing several small-scope game ideas together. by the end, we all agreed on the idea of a DJ tower defense game. the original concept was a third-person action defender, protecting your music gear from angry fans! similar to something like Orcs Must Die.
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after some discussion, we pivoted to take advantage of the rhythm elements that a DJ character allows. we pivoted to a mix between rhythm game and tower defense.
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we decided to ditch fighting the audience and introduced vampire enemies, (because vampires are cool!) and also because this way we felt it gave players a goal/motivation to save the audience from these hostile creatures, an in-turn, the audience can then reward you for your kills in the form of hype(currency).
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reference games
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now with a core concept, we looked to similar games for reference. however, we quickly found that rhythm games x tower defense has almost never been attempted before.
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to continue forward, we looked at examples of both genres that we enjoyed such as Bloons TD, Plants vs Zombies, Crypt of the NecroDancer, Hifi Rush, etc.
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from these references, we ideated some secondary mechanics:
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a UI rhythm indicator and gameplay elements that pulse on-beat for UX feedback
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performance-based currency/score system (common for rhythm games but uncommon for tower defense)
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on-beat attacks (attacking with towers is the rhythm element, your ability to play on-beat, affects your attacks)
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multiple enemy spawns (as the game progresses, more enemy spawn-points are activated, progressing difficulty)
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synergizing strategy/rhythm
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the biggest challenge was finding how to synergize tower defense and rhythm gameplay. one is very strategical and requires methodical play while the other is very quick/reaction-oriented.
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we wanted towers to attack on-input with accuracy to the music, but we had to balance this with the strategic element somehow.
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originally, players could assign an input to each individual tower. assigning multiple towers to a single input would increase the input's cooldown. the intention was that this would add strategy to tower placement.
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this didn't quite work as input assigning felt arbitrary and many players couldn't memorize their chosen inputs. it was overall too many steps at a time for players to make, giving them decision paralysis.
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to fix this, we made tower placement spots have a pre-assigned input. this proved easier to memorize and reduced mental load overrall. it also helped strategy as now there was more risk vs reward in tower placement.
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level design
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2D layouts
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for our environment, we wanted a concert venue layout with multiple enemy pathways and many tower placement options. to get an idea on scale, pathway number, and difficulty, i created 3 different 2D level layouts to test.
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blockouts
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after making the layouts i blocked them out in Blender and play-tested them to get opinions/feedback.
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with the playtest feedback, me and Brenden, the other designer for the project, blocked out a final level iteration including ideas from all previous iterations.
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art
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mood board
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to find an art direction, me and Adam, the other artist on the project, created a mood board, we took inspiration from early 2000s vampire rave media such as Bloodrayne, Blade, etc.
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modelling
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as the environment artist, i modelled and textured everything in the game except for the characters.
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I tried to keep everything low-poly as our camera is very far away from the environment and too much detail would clutter the screen.
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vfx/shaders
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i also worked on the vfx/shaders using Unity's shader graph, creating an ink outline shader + about 10 vfx.
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set dressing
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on top of modelling the environment, i also brought it to life through set dressing. my goal was to make it look chaotic and rave-like while keeping important gameplay elements free of clutter.
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new things i learnt!
unity engine
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i hadn't used Unity since developing my first game, Stay Fast, so i wasn't super familiar with the engine beforehand. now that the project is finished, i'm glad to say i have spent a lot of time in-engine and am much more comfortable with its many tools.
marketing/pitch deck
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a positive about this program was it's focus on indie bizdev. beforehand, i didn't have much focus/interest in this side of development; but, this program taught me industry standards for independent studio pitches + how to effectively market and brand.
blender
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one of my favorite things i learnt on TranceSylvania was blender! i had used it before but not enough to call myself comfortable. i used it for all the modelling here and it really helped me become more fast/proficient with the software.
takeaways/post-mortem!
after development finished, we were given a table to showcase TranceSylvania at the Games Link 2025 conference amongst 9 other teams that also participated in the incubator program. as over 180 people attended this conference, we got many new eyes/players! it was a super fun experience getting to meet new people in the industry:D
we also were 1 of 3 teams to receive an offer from the Quiver Games team for further devlopment of the project! this was really exciting and we were very appreciative of the team at Quiver Games; however we did end up rejecting it due to conflicting schedules within our team.
overall i'm happy with the result of TranceSylvania especially with how much we all learnt within such a short timeframe. i am most proud that we combined two genres in an all-new way and also created something that fans of both rhythm games and tower defense games enjoyed.
here are a few aspects from the project that i have used as learning lessons:
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i believe in the end, the design was still unnecessarily overcomplicated. i believe we could have further simplified our design without losing depth in our gameplay. i say this because some players unfamiliar with the two genres really struggled to understand the game. additionally, our lack of focus on polish, tutorial, and UX feedback also contributed to this issue. going forward, i will be trying harder to strip down overly-complicated design and will be putting much more focus on polish/feedback.
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as environment artist, i was not fully satisfied with how my art turned out in the end. i learnt quite a lot in a short time, which is great, but i wish i had given myself more time to experiment with different styles and approaches even if it resulted in lowering scope. In the future I will be estimating more time per asset to allow for multiple passes and approaches.
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one issue i faced, is how safe the project felt to me, artistically. i believe i incorrectly prioritized what was important to me for this project as an artist and wasn't focused on making something i would find unique, but instead focused on learning more industry standard art practices. i value experimentation a lot and wish to push myself outside of my comfort zone more in future projects.





































