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