Project Overview
Date: 3rd Semester (2021/2022) at Game Design HTW Berlin
Duration: 4 Months
Team: Mirwan Jomaa, Xiao Lei Rong, Janina Weiler
Coaches: Prof. Susanne Brandhorst, Prof. Thomas Bremer, Zwi Zausch
Software: Unity, Blender, zBrush, Photoshop
Plattform: PC
Constrains: 3D Side View
[mainly remote development because of corona pandemic]
Beyond Bounds is an fast-paced action game where players whizz across a planet while trying to beat their latest high score. While completing missions and rushing through the environment to gain points, players can explore a vast and carefully designed planet as long as they can keep up with the pace!
The general goal was to create interesting gameplay, while our team’s personal ambition was to make the game world itself something special. As a result, the gameplay is enormously influenced by the game world.
For the theme of Beyond Bounds’ first level we chose “Halloween”.
Game World
Since the world in Beyond Bounds is a sphere, the world is endless – the level repeats itself over and over again, giving a feeling of vastness and limitlessness. In fact, the title of the game comes from this gameplay feeling.
However, at the same time, the surface of the planet is not as small as it should be. In fact, we made it 10 times as large.
These two key aspects make Beyond Bounds stand out.
My Contributions
Gameplay
Beyond Bounds’ pinball-like gameplay consists largely of colliding with or destroying obstacles in the world to score points. Players can complete missions to increase their multiplier and must keep an eye on the energy still available. If it is used up, the game is over!
For movement, several boosts with different abilities are available to the players. The programming of these was in my remit.
“Features”
Development
During the ideation, the analog prototyping and the first digital prototypes, our game concept evolved in the beginning. We started with a wooden board and a small ball and ended with a planet.
Through a lot of work and good feedback, a greybox prototype was ready after two months. Afterwards we focused on polishing the game mechanics, adding more features and of course on the visual development.
Below are a few impressions of the game development.
Development Gallery








