Level Designer, Technical Game Designer

 
 

Scraps was the mid-degree project that all game design students needed to complete in order to progress in the program. This project is broken down into three distinct months. Month one entails the actual design of a single level, that contains 3-5 minutes of fluid, self contained gameplay, with gaps no longer than 10 seconds between setups. Month two of this project was the actual blockout of my design inside of Unity, as well as beginning to script in functionality to my setups. The final month is when I got together with a few other designers to form a team. We began to combine six of our spaces into a single level that contained about 30 minutes of gameplay. This project was an excellent chance for my level design to begin to shine, as well as my setups inside of that level to showcase my mechanic design.

This project gave me a chance to really show off what I had learned to make excellent levels that incorporated a variety of mechanics. One of the main goals of this project was to use intelligent level design to slowly introduce players to my mechanics in ways that would be thematic and understandable. To this end, a major structure that I followed was IPM (Introduce, Practice, Mastery). I came up with a clear design that showed exactly where I would introduce new mechanics, while having the player practice old mechanics to keep the gameplay fresh for the entire level.

 
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Fethod The Ray and The Decaying Bay

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Galaga Remake