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Light The Midnight - Game Design

Light The Midnight 3D - Pitch.png

The aesthetic drove much of the ideas behind the game and how we wanted it presented. We took the gameplay loop of Call of Duty Zombies, and the spooky and stylized art from Luigi's Mansion, 

Even more so, what gave us the vision was the art style of Dr. Seuss. A fun yet childish aesthetic that offered a zany, unique, and stylistic look to the final product.

Bubble Diagrams and Storyboards

In our design talks, we started to get a few ideas for what the basic gameplay loop should look like. The process of playing the game would have the player upgrading their arsenal as they defeated enemies and collected points. These points, would be represented by an in world item that could be collected and brought to a shop where the player can purchase upgrades to their equipment. 

This bubble diagram details the gameplay flow of the as opposed to the map flow. Each of these components lead to the player making context sensitive decisions in the middle of their game.

This is a machinations diagram that I created to assist with conceptualizing the data flow of the game overall. Included in here is data for player health, enemies per wave, money gained for each enemy defeated, and the odds of the player taking damage. The diagram itself can be configured to alter any aspect of the game that involves the player and their interaction with the world. 

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