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    • Home
    • Projects
      • Regradable
      • Sand-Clogged Gears
      • No Toy Left Behind
      • Titanfall 2 Level Concept
    • About Me
  • Home
  • Projects
    • Regradable
    • Sand-Clogged Gears
    • No Toy Left Behind
    • Titanfall 2 Level Concept
  • About Me

Operation: No Toy Left Behind

Narrative: 

This is a 3D platformer featuring Private Campbell, a broken, unarmed toy soldier left behind when his battalion jumps out the attic window without notice. Campbell must scale the monumental clutter of a 13-year-old’s room, reach the ceiling fan, and launch himself out the window to freedom. 

  • Third Person Platformer
  • Solo Project: Level Design
  • Dev time: 3 weeks
  • Unreal Engine 5.7
  • Meshes modeled in-engine

Key Responsibilities:

  • Ideated on and designed level concept and layout.
  • Incorporated key blueprints to help with level flow, gating, and developing sequences for exciting pacing.
  • Researched needs for the drastic scale difference between the world and the characters
  • Created block mesh assets using editor tools and materials for structures, set dressing props, and key mood/environment setting props in the level.
  • Created unique sequences to serve as prototyped hazards and "enemies"

Key Design Goals:

  • Design a level that steadily introduces mechanics to shake up the gameplay through the entire level
  • Narrative context properly introduced with little confusion
  • Level progression is clear as the player steadily ascends through the room. Sightlines help with creating a mental perception of progression
  • Create a feeling of satisfaction when the player can see how high they've ascended by the end

Level Map

Early Design Planning

Controlling the Gameplay Space

    Platform Pacing

    Introduction to Core Mechanics

      Sightlines

        Narrative Contextualization

        Enemy Sequences

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