top of page


Mechanical
Revenge
Video Showcase
A lot of the 3D assets and the player controller are from a framework in this project!
Mechanical Revenge is a top-down 3D game where you play as a robot. This robot however has been left to rot in a top security base. However, they won't be taken out that easily.
In this game, you will start from this factory, enter its underground compartments, enter a cave, a volcano, and sewers before eventually reaching the human city. Your final mission is to take down the final boss, President Joe.
In each area, you will gain a new weapon with its own primary and secondary abilities. Each area is designed with these weapons in mind and each area also has a secret upgrade that the player can collect to get stronger.
Development-Behind The Scenes
With this project, I had one theme on my mind. Story. I wanted to try and create a game where you feel like your piecing together the world and its purpose without needing any text to tell you upfront. I feel like I accomplished that goal as not only are there quite a lot of little background details to flesh out the area you're currently in but there's also a sneak peak in the 3rd area, showing you the final area. I feel like this was important as it gets the player interested in the city and wonder if they'll get to explore that area too.
In this section of the page I'll talk about the level progression as well as weapon system and talk about how they all fit with this theme of story progression that I was trying to achieve.
Level Progression

One thing I wanted to get right was
the level progression. I wanted each
area to feel connected. Because of this, I made sure it made sense for you to arrive to certain locations. For example, in the starting area you're in a factory but in the 2nd one, you enter the internals of the factory itself due to an explosion in the wall. You then enter a cave due to you being underground, taking you further down into a volcanic area. Finally, you manage to enter the sewers to a city before eventually arriving there.
This wasn't the only thing I did though. I made sure to add quite a lot of assets around the map and make them connect with the environment to help further push the environmental storytelling on display.
The weapon system in this game is dependant on the progression of the game. Each area has its own unique weapon and the level design reflects that. The sewers for example have a weapon which shoots a projectile that bounces off of walls as the sewers are very condensed in nature.
Since these areas are so detailed, I decided to also include upgrades in each area which would upgrade its respective weapon. These would be hidden around the map but once collected; would greatly improve the weapon that the player has.
As well as that, the player will gain the ability to switch between every weapon in the game in the final area. This design choice was made as at this point the player would of learnt how each weapon is used so being able to use all 5 would no longer feel like an overwhelming task. This also helps reinforce the feeling of story.
Weapon Stystem

bottom of page
