Ding Dong Delivery
Ding Dong Delivery is a game inspired by the Covid-19 Pandemic about building a food delivery business. Fulfill orders, dodge enemies, upgrade vehicles, and have fun!
Software :
Role: Game Designer, Level Designer, 3D Modeler
Duration: 4 Months
Team Size: 4
The gameplay trailer for Ding Dong Delivery that I made using clips I recorded over an extended gameplay session.
A gameplay video showing the city, completing orders, and the first player car.

This is the cover image for our game. I designed, created, and textured all the vehicles.

A ground-level view near the mall while a player uses the blue supercar. This is the last vehicle players can purchase. Being the last vehicle, everything from the aesthetics to the performance I designed to be the most rewarding.

The streets in a poor area. I designed this car to be a step up from the starter car. It's slightly faster and handles better. I wanted to give players a different experience and reward them for making progress and the want to make more progress.

One of the many textures I've made for all the vehicles shows how damaged the vehicle is beyond the car damage bar. I also designed the vehicles to slow down and perform worse based on their damage, and having damaged textures emphasized this.

When making the cities, I designed each part to be different from the others. A low-income community would have low-quality vehicles and a poor environment, and a rich area would have high-quality vehicles with a better environment. This is a poor area.

These are some of the assets I modeled and textured for Ding Dong Delivery and the wireframes. There are more vehicles and buildings I made that I didn't include here.

I designed this area to feel bigger, clean, and vibrant to allow players to feel like they're in a rich environment. Once players progressed to this area they were rewarded with more money for each order and increased difficulty.d textured for Ding Dong Delivery and the wireframes. There are more vehicles and buildings I made that I didn't include here.

Near final design of the map after I made several changes.

This was the first concept for the mountains before they were updated to tall pillars. I felt that these mountains didn't offer a believable environment, and after several revisions, they were updated to tall pillars.

This is how the map initially looked before I applied the rest of the assets. Buildings were placed to gauge how much space each street needed and how big each kind of building required to be to make a believable environment.

This was the prototype in Unity for the game and an early version of the first player vehicle. It allowed me to understand how big or small the streets felt from a player's view and allowed me to design assets and make better design choices.