There's a Snake in My Boot

Top-down world layout for There's a Snake in My Boot
Engine
Unity
My work
Story, quests, level layout, world building and gameplay programming.
Focus
Quest-driven exploration, player flow and iteration.

A story-driven Western game that began as my capstone thesis project. I developed the concept, story, quests and world layout, and worked with a small team to build a playable Unity demo.

My contributions

  • Created the concept, story, dialogue and quests.
  • Designed the world layout and placed enemies, items and environment assets.
  • Programmed core gameplay and worked with the team on events and cutscenes.
  • Added quest interface elements and refined the demo after playtesting.

World building

From concept to final layout

I developed three map concepts before taking the final layout into 3D. The goal was to lead players through key locations while allowing nearby exploration and limiting backtracking. Using Unity's terrain editor and purchased Western assets, I built the world close to the original plan. I then swapped the church and cemetery locations and adjusted paths to improve the flow.

Gameplay and quests

The programming team and I prototyped movement, shooting and enemy AI, then added dodge rolls, pickups and NPC interactions. Quests gave players a clear direction while leaving room to explore beyond the immediate objective.

Interface and navigation

The interface supported health, ammunition, weapon selection, dialogue and quest progress. A minimap with fog of war and markers helped players track explored areas, objectives and enemies.

Playtesting and refinement

Programmed core gameplay and worked with the team on events and cutscenes. The team also refined targeting and added a close-range knife attack.

Feedback from friends, family and attendees of the 2019 event informed balance changes. I increased player health, adjusted enemy damage and checked interactions.

The demo's final additions included Xbox controller support, pause-menu options and voice-over.

Credits & resources

Additional programming: William Mays, Cameron Horst and Codey Robinson.

Sound design: Jacob Koonce.