
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 2 month-long mentored game jam program.
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knowing we only had 2 months to develop our game, we starting by designing several small scope game ideas together. by the end, we all agreed on an idea of a DJ tower defense game. the original concept was a third-person action defender, protecting your music gear from hostile fans! similar to something like Orcs Must Die.
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after some discussion, we pivoted to take advantage of the rhythm elements a DJ character allows. meaning our concept was now a mix between rhythm and tower defense.
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we decided to ditch fighting the audience and introduced vampire enemies, cause vampires are cool! also because this way the player is saving the fans and is rewarded by them, in the form of hype(currency), for playing well:D
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reference games
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with a core concept, we then looked to similar games for inspiration/reference. however, we quickly found that rhythm 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. from these examples, we came up with some secondary mechanics such as:
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a UI rhythm indicator and gameplay elements pulsing 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/activating towers is the rhythm element, your ability to play on-beat, affects your performance)
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multiple enemy spawns (as the game progresses, more enemy spawns are activated, increasing 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 determining efficiency, but we had to balance this with the strategic element somehow.
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originally, players could assign inputs to placed towers but, assigning multiple towers to a single input would increase it's cooldown. the intention was that this would add strategy to tower placement. however, this didn't quite work as input assigning felt arbitrary and many players couldn't memorize the inputs. this was also too many steps at a time for players giving them decision paralysis.
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to fix this, we made tower placement slots have a pre-assigned input. this proved easier to memorize and reduced mental load. 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 level, we wanted a concert layout with multiple enemy pathways and many tower placement locations. to get an idea on scale, pathways, 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, 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, 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 environment artist, i modelled everything in the game except for the characters.
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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 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 crazy and rave-like while keeping 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 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 mentoring/support! 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.
on the other side, here are a few aspects i have used as learning lessons:
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i believe the design was unnecessarily overcomplicated. we could have simplified design without losing complexity in our gameplay. i say this because some players unfamiliar with the 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 "trim the fat" in my design and will be putting much more focus on polish/feedback.
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as environment artist, i was not satisfied with how my art turned out here. i learnt quite a lot, which is great, but i wish i had given myself more time to experiment even if it resulted in lowering scope.
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an issue i faced here, is how safe TranceSylvania felt to me. i believe i prioritized what was important to me in this project incorrectly and wasn't focused on making something i would actually play. i value experimentation a lot and wish to push myself outside of my comfort zone more in future projects.





































