Tiny shell- rough sea

“You are a turtle participating in an annual turtle race to Atlantis to win a seaweed cup. Avoid obstacles and don't let yourself run out of oxygen!”

Contribution

- In charged of designing half of level 1 and level designing level 2.

- Narrative

- Game design

- Features

- Set dressing

Project details:

  • Unity

  • Perforce

  • Figma

  • 3 weeks of development (half-time)

  • 6 programmers, 3 graphic artists, and 2 level designers

  • Endless runner

Things I learned

  1. Trust, trusting that everyone is doing their part, doing their best, and trust intheir skills.

  2. Communication. Having great communication makes a great team. It might seem obvious, but I've come to appreciate it more, and it's something that I'm always actively working on.

  3. Problem-solving: technical problems are not my strongest suit; it's something I've become better at over time. But it allowed me to develop a crucial skill, and that is creative problem-solving.

Arch of euclid

“You ventured through all 9 levels of hell to save your lover. Solve puzzles and defeat enemies to descend to the bottom of hell to save them.”

Project details:

  • unity

  • perforce

  • figma

  • 4 weeks of development (4h a day)

  • 2 Level designers, 6 Programmers, 3 Graphic artists, 2 Procedural artists.

  • Mobile Game

  • Puzzle Game

Contribution

  • Designing puzzle level 1-4 and half of level 9.

  • Blockout and playtesting

  • Designing the on boarding of all the mechanic of the game.

  • Set dressing.

Things I learned

  • Compromise, combining my ideas with others, making everyone included in the creative process.

  • Balancing difficulty, making the onboarding section of the game challenging enough to have fun while learning the game's mechanics.

  • Presenting ideas, aside from level designing, I also contributed by presenting the setting for the game. I came up with different themes and stories that the whole group can vote for, and also encourage others to come up with their ideas too. 

Wings of Icarus

“Icaurus disobeyed his father’s words and fell into the sea. Stranded on an unknown island, he must collect enough wax to restore his wings!

Project details:

  • 12 weeks of development (4h a day)

  • 3 Level designer, 2 Procedural artist, 3 Graphic artist, 5 Programmers, 3 Music and Sound designer.

  • TGE (The school’s own engine)

  • Perforce

  • Figma

  • Youtrack

Contribution

  • PK (Project Coordinator)

  • Designed level 2

  • Blockout and playtesting

  • Holding meetings

  • Documentation

  • Narrative design

  • Script writer

  • Game Design

Things I learned

  • Managing scope, putting realistic goals according to the time available.

  • Storytelling with minimum resources.

  • Adapting project tasks to meet the deadline, such as cutting features and elements from the game, while maintaining the coherence of the story and gameplay.

Cannibal Crossing

“Stranded on an unknown island filled with cannibals. Do anything to survive the horrors by killing before you get killed.”

Project details:

  • 7weeks of development (4h a day)

  • 3 Level designer, 2 Procedural artist, 4 Graphic artist, 5 Programmers.

  • TGE (The school’s own engine)

  • Perforce

  • Figma

  • Youtrack

Contribution

  • Designed level 3

  • Blockout and playtesting

  • Narrative design

  • Scripted event


Things I learned

  • Documentation, documenting meetings to keep things organized and to remember plans and decisions that have taken place, to avoid confusion.

Play our game!

Spite: Depth of Darkness

“As a blacksmith, you return to your hometown and are shocked to find it recently abandoned and overrun by trolls. Bash your way through the hordes with brawn and skill in search of answers that all lead to the church and their secrets.”

Project details

  • 12 weeks of development (4h a day)

  • 3 Level designers, 4 Graphic artists, 6 Programmers, 3 Procedural artists, 5 Sound designers.

  • Rabbit hole engine (The group’s own engine)

  • Perforce

  • Figma

  • Youtrack

Contribution

  • Designed level 1

  • Blockout and playtesting

  • Narrative design

  • Game design

  • Documentation