Top down Horror puzzle
Redemption
Responsibilities
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Designing levels & puzzles
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Holding playtest sessions & iterating on gameplay flow
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Documentation of metrics and puzzle mechanics
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Heavier focus on Level/Technical design & Lighting
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Implementing and working closely with programmers on all scripts and events in the entire game.
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Task forces included in:
- Setdressing & lighting
- Enemy features
- Scripted events
- Puzzle mechanics
Project Breakdown
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Engine: TGE (engine developed by TGA)
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8 weeks halfspeed
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Editor: Unity
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Developer team size: 11
Workflow
Preproduction
This project allowed and encouraged a story and puzzle driven gameplay, my fellow designer Jakob took the responsibility of writing the story and design while I started the puzzle documentation. So to avoid bottleneck early on in the project I documented all the restrictions for each feature and gathered video references from other games to show whats needed and avoid misunderstandings. We later made paper sketches of the puzzles to later use in our design. This allowed for early play testing and served as proof of concept.
Beta
During this project I did a lot of QA testing to ensure that all the puzzles and enemies worked properly, during the entirety of the project I meet blockers when design and gameplay combined. Having to come up with solutions and plan for avoiding future fault made me grow in my solving abilities and cooperation with other disciplines.
PROJECT SHOWREEL
Feel free to scroll through the images to view our process and in-game scenes that I have been a part of.
Credits
Reflections
This project was really rewarding as we successfully implemented many of our desired features into the final product.
The team's motivation and overall vibe remained positive throughout, making each day more enjoyable and productive.
With just two level designers, I took on a lot of responsibility for the player and features, which challenged me in my technical knowledge and gained experience with implementation of scripts and quality assurance.