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Dice N' Chips

Team Size: 4

Engine: Unity

Role: Level Designer

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You play as an angry person who is not having the best days. You decide to take your anger out on a Craps table and try to knock over everyone's chips. Compete with your friends to try and get a high score. As the main Level Designer, I had to create the main board with its layout, the casino, and gimmicks such as the bottle and hand obstacles that got in the player's way.

Concepts

​With the base idea, I decided for the game to be represented by the casino game Craps, which involves players placing chips on the board and rolling dice. Normally, chips will be placed on sections on the board to showcase what the players are betting. However, to make the game feel more arcadey, I implemented several chip towers that were scattered around the board so that the player would feel good knocking down them and earning an even bigger score.

Graybox

Going off the concepts, I created a small area that showed what the main game would look like. The main focus was the board and chip towers. I had to create the ideal camera angle for the dice so that the player could see everything on the board at any given time. ​For placeholders, I used different colored cylinders to represent the chips, since at a casino there's a vast amount of chips all being different values based on color. This was implemented later on during the final portion, in which every chip has a different value based on the color. I wanted to keep this in since it was a staple in casino games. 

Final

After creating a small graybox for the main table, I then proceeded to work on the small casino. I wanted the place to feel packed and well-lit, almost like a small bar you would find in a big city. With this in mind and basing it on the 2D maps I made, I added multiple tables, slot machines, and even a bar. This allowed the place to feel lively, especially with the use of characters walking around the area as you play. 

 

To make the game harder, I decided to implement objects the player has to avoid. In order to do this, I made the mass stronger on the objects just so that when the die hits them, it can't be knocked over. I also had the idea for a hand that follows the player's movement with a little bit of delay. This allowed for the narrative of You, the player, trying to be stopped by the other players at the table since You keep knocking over the chips.

Video of area
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