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Breakneck Battle Tank 

ROLE

Level Designer / Game Designer / UI UX Designer

DESCRIPTION

Breakneck Battle Tank (BBT) is a single-player, toy-themed, 3D top-down arcade shooter. Players control the last surviving toy tank from their squad, battling waves of enemy tanks across multiple stages to defeat the enemy boss. Adding urgency, the tank's core engine is unstable due to prior battle damage, creating a race against time. Players must destroy enemies to collect repair packs that extend survival while utilizing power-ups like movement boosts and shields to enhance their chances. Strategic gameplay is key—balancing offense, survival, and time management. If the engine becomes unstable, the mission ends in failure.

Development Time

2 months

GENRE

3D top-down arcade shooter

Engine

Unity

Level Design

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As a level designer for BBT, I designed a total of three levels, each introducing and refining gameplay mechanics to enhance player engagement.

The first level is divided into three parts. The first part is the introduction area, where the player encounters three types of enemies in succession: normal tanks, turrets, and heavy tanks. These represent the basic enemy types in BBT. The heavy tank requires two hits to defeat, compared to one hit for the others, and it drops upgrade items when destroyed. This area also introduces two obstacle types: destructible obstacles, which can be broken, and non-destructible obstacles, which must be navigated around.

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The second part, called the trap area, uses a shield pickup to lure the player into a confined space. Once inside, the area is blocked, forcing the player to defeat enemies to escape. Here, the player encounters a third obstacle type: the Czech hedgehog, an impassable barrier that can be shot through, adding a strategic element to combat.

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The third part is the final area, combining all previously introduced mechanics, obstacles, and enemy types. This section challenges the player with a large number of enemies, reinforcing their understanding of the game’s core mechanics and obstacle interactions.

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The second level consists of two parts, designed to reflect the game’s fantasy and toy theme. I incorporated real-life props to emphasize the idea that the game is a child’s imaginative fantasy set in their bedroom. The unique feature of the first part is a raised book, introducing the concept of verticality for the first time. Hidden enemies in a tunnel beneath the book add surprise encounters, enhancing player engagement.

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The second part features a more irregular layout, increasing difficulty with a combination of heavy tanks and turrets. Players must choose between two routes:

  • The upper route with fewer turrets but a longer path.

  • The shorter route with more turrets, providing a risk-reward choice as they advance toward the evacuation point.

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The third level is the final boss level, designed to test the player’s mastery of all mechanics. The boss encounter is divided into four stages. 

  • In the first stage, players must destroy the boss’s turrets before dealing direct damage.

  • Four types of pickups are placed at the level’s corners, each guarded by two enemies, encouraging strategic planning.

  • When the boss receives a certain amount of damage, it generates a shield and summons a large wave of enemies. Players must defeat these enemies to remove the shield and continue attacking the boss.

  • This cycle repeats two more times, before the boss is defeated, delivering a climactic and satisfying challenge.

 

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UI/UX Design & Implementation

 

In this project, I utilized Unity's UI tools and C# scripting to implement a range of UI functions. Additionally, I employed the Animator to create and integrate UI animations, enhancing the overall user experience and visual appeal.

Main Menu

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Option Menu

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Credit Screen

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Level Indicator

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Pause Menu

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