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Game Design

SpaceWorm Snacktime

SpaceWorm Snacktime is a puzzle game inspired by Pac Man. Player play as an alien with a hungry pet worm, and alien's idea for feeding the worm is to throw it on to earth and let it feed itself. However, the player has to guide the worm to its food by manipulating the map - picking up and dropping buildings around the map.

I was the game designer / lead programmer of the project. I worked with 4 other talented developers. I was responsible of coming up with the idea and core mechanic of the game. 

The greatest success with our game is the level of polish we achieved. We came up with a game mechanic that is simple, yet it has the potential to interact with other systems to create interesting dynamics. All the player does in the game is picking up and dropping buildings, as well as being able to speed up the worm. However we came up with some interesting gameplay scenarios were presented to the player.

For example, we have an ambulance in the game, and its job is to pick up people and move them around. As a result, the player would have to guide the worm to chase it down. However in one level, the player would actually have to use the ambulance to pick up people in places that is hazardous to the worm. The player then will have to guide the ambulance to the worm itself.


Austin Edwards

Krishan Kendrick-Pradhan

Rodrigo Rodriguez del Bosque

Tianyi Liu

Music by Parker Daniels

Level Import System

Level Import System

The Data Table of one of the levels

The generation of the floor tile. This is within the construction script so that the level designer can see the level without running the game. As a result, all the floor tiles are an child actor of the generation blueprint, since it is impossible to spawn actor using construction script.

Right now all floor tiles are the same blueprint, the generator is changing their appearance manually. resulting in a rather messy Switch on Int at the end.

Ideally the different tile type would be child actor of a floor tile base, then I can just spawn them by directly referencing the child actor class.

Alternatively I could put the code of altering appearance within the construction script of the floor tile itself and then calling the tile type by an integer that is exposed on spawn. However as of making of the blueprint, construction script of child actor component was rather inconsistent.

Below is the generation of the floor tiles. This is in the construction script.

Below is the event graph. This is used to generate pawns of the level, such as tanks, turrets, ambulance, and the worm itself.

Video and Links

Video and Links

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