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PROJECT OVERVIEW

The team:

  • 3 Level Designers

  • 3 Game Artists

  • 6 Game Programmers

  • 1 Audio Designer

Production time:

  • 8 weeks half time

Engine:

  • Unity for level editor

  • TGE

My Contribution:

  • Level Designing all levels together with LD colleagues, switching ownership

  • Level dressing/art

  • Level scripting doors, buttons, upgrades and platforms

  • Built a player feature gym with metrics in mind

Synopsis:

As a bounty hunter, shoot and jump your way through a spacestation greenhouse in search of rare plants to imbue your weapon with great powers!​

PROJECT SHOWREEL

Feel free to scroll through the images to view our process and in-game scenes that I have been a part of.

Reflections

Building on grid - The importance of doing it early on, difficult to iterate on each others levels before building on grid. Building on grid was something that wasn't done at the early stages of production. It made the process of iteration very difficult since the assets couldn't snap together. At a certain point in the project, I took initiative for our team to start rebuilding our blockouts but doing it on grid this time.(see first two images on showreel)

Constant downscoping - Very ambitious at start, everything took too much time, we had to scrap levels and big parts of them

Downscoping and killing your darlings was something I and my level design colleagues had to do a lot during this project. With motivation and engagement on the low as the project went on because of the portfolio course, we encountered many issues with mechanics not making it in and things not going according to plan. Deciding on which parts of levels to remove and shortening other parts was a godsend. Early in the project, we decided to make lots of blockouts since it is easier to remove rather than to create new things. This helped during downscoping since we knew which areas served less of an important role.

In summary, being very stressfull and demanding as this project was. It was a difficult albeit enjoyable time where I felt that I grew a lot as a level designer.

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