Emil Andersson

Level Designer

Lunacy of War a Real Time Strategy

My contributions to this project:

  • Propped the tutorial and level two.
  • Managed all the triggers for the tutorial using LUA and XML.
  • Designed the Tutorial and level two.
  • Balanced units and buildings (Damadge,cost,build time etc).
  • Edited the NAVmesh for the tutorial and level two.
  • Wrote the tutorial text.


Lunacy of War is an RTS game set on Earth several years into the future. The player have to gather resources and capture points around the map, when a point is captured the player can choose if they want to build a barrack(to create more units closer to the enemy) or an factory to get resources faster. The game is set in an overgrowth world filled with old relics and vegetation that the player has to navigate.      

Designing the Tutorial

One of the big challenges in any game is teaching the player how the game works especially in an RTS game where the player needs to take quick decisions. I wanted the player to be in control over the situation and be able to take their time to learn how to navigate and build units.

The solution was to place a bunch of triggers around the level and make sure that the player entered them in the correct order. When a unit walked in to a trigger a pop up would be displayed and pause the game with some of the controls and tips for how the game is played. When the players had finished reading they could simply press a button to remove the window and the game would be un paused.

When the player has learned the basics they would move out from their main base and the first enemy would trigger the enemy AI to start working and producing units.

The players main base on the tutorial level

The red smoke indicates an enemy building is being built


  • Made in  10 weeks half time
  • Team of 12 (3 Level Designers, 5

programmers, 3 Graphic artist)

  • Running in a custom made engine

Units being built by the barracks building

First draft for the tutorial level 

Workflow for building a level

We would start out by making a top down witch we used as a base when making the height map in Photoshop. We made the height map in Photoshop because we wanted the right measure between height levels when importing it into Unity's terrain tool.

In Unity we added props and painted out the splat map witch blends different textures in the terrain so we could create roads which are used to guide the player around the map. For triggers we placed invisible spheres with had a custom made script attached to it witch allowed us to write out a LUA function.

When the level was ready we exported the level to XML but the splat map and height map had to be imported into Photoshop for some additional adjustments before being exported into the game.

For path finding we used a tool in Unity that gave us a layout over the whole level but to make it readable and optimized in game we exported it into Maya where we removed unnecessary faces and exported it into the right format for the game to read.