
Wall Defenders
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What did i do for this project?
Questions like these are answered below this very text.
Right here
Game Design
Though the lack of a GDD might make you think otherwise there was definetely game design involved with the creation of this project.
Thanks to the a small group of only 3 people it was quite easy to keep a consistent style and keep all the goals for this game clear as day.
By merely communicating it all the time i managed to get across all my little game design ideas without a GDD, i don't reccomend doing this though. Should you ever want to make your own project always write a GDD, it's like a bible for your project.
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Because there's no GDD to link to i'll describe a few prominent features that helped make this a good game.
Readily available information, clicking on a tower or an enemy would tell you what it does, how much health it has, how fast it shoots, etc.
The Walls, yes the namesake of this game was supposed to help introduce a new style of play to the tower-defense formula, by giving you a few "proxy-bases" to defend before the enemy would break through to your real base.
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The Round Revolver, this UI element would tell you what enemies were coming in the next wave and fire off a bullet to announce it.
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There's a few more bits and pieces but you can play the build later and see them for yourself.
Level Design
I made all of the enviroment models in this game and spent a good few days putting the entire level together.
The rocky walls that encircle the level especially took a good while, because i spent most of my time placing, scaling and rotating them one rock at a time.
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Ultimately however it's become one of my favourite pieces to look back on, the lighting (also done by me) is nice and vibrant and puts a pretty cheery mood to this game where you haplessly gun down soldiers.
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The things you can do with a simple artstyle and a few weeks of work are practically boundless if you've got a slight clue on what you're doing.
SFX
Like many other projects of mine, i was in charge of finding/making the sound effects (it's usually finding, i'm not an audio designer).
And in this project it was especially fun because i got to record voicelines for all the units. They're definetely not a very verbose bunch, they only speak in grunts and death rattles, but nevertheless they communicate a slight form of humanity because of it which i think adds some charm.
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I also lifted all the music from Vlambeer's Luftrausers, i still feel it fits quite well.
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I hope someday i get an actual audio/music guy for one of my projects, i'd love to see what we could make together.
Concept Art
While not exactly the highest quality concept art, it helps bring my ideas across and worked well enough for my artist.
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I wish i could show you but that would defeat the purpose of building a reputable portfolio.


