Michael Iantorno PhD Candidate, Game Designer, and Writer

Bunker: Living Quarters Complete!

The second to last map for Unearthed is finally complete! I don’t want to give too much away regarding the game’s ending, but this entire environment is constructed deep below the surface of the earth. Don’t be lulled into a false sense of security by the comfortable surroundings; this is by far one of the most dangerous areas in the game!

It was a lot of fun to use some of the generic indoors tilesets from the original game for a dangerous end-game dungeon such as this. I like how the function and form of these rooms contrast so greatly, and how the familiar surroundings evoke memories of locations visited much earlier in the game.

I used a consistently bland colour scheme (brown, beige, hospital green) to create a sort of “clinical” atmosphere to these areas. My intention was to make every room seem unaturally clean and organized, as if someone went through a lot of effort to make everything terribly generic. I also removed all windows and glass to add a subtle claustrophobic feeling, although I’m not sure how well that comes across with such basic graphics.

The final area should not take overly long to complete, so I’m approaching the finish line as far as map editing goes. I’ll keep you all posted!


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  • Yay! Maps are almost done! I knw there’s a TON more to do, but that’s gotta feel like a huge accomplishment, one that is very tangible. Good luck on the rest of development! I’m really looking forward to this game 🙂

  • I couldn’t have expressed it better myself Wicks; getting the maps done feels like a very tangible accomplishment. It’s one thing to have a page of completed code, or sketches in a notebook… but having a completed game world laid out in front of me feels like a very physical thing. Like I’ve built a little world and can now populate it with people, stories and ideas.

    I should have the last map posted later on this week (the last area), after which I’ll be doing a “state of the union” post describing the next phase of development.

  • Yeah, it’s lookin really awesome. The living quarters kinda have me fooled – I’m not seeing how it’s one of the most dangerous places.

By Michael
Michael Iantorno PhD Candidate, Game Designer, and Writer