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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

Regradable

Narrative: 

In a world with nature has been killed off and humans have replaced their own flesh with metal shells, the last tree on Earth gives new life to a dead worker bot with the goal of replanting the tree in a spot where the sun is accessible to set in motion the rebirth of natural life.

  • Third Person Action-Platformer
  • Team Role: Level Designer / Design Lead
  • Dev time: 9 months
  • Unreal Engine 5.6
  • Meshes modeled in-engine
  • Team Size: 19

Key Responsibilities:

  • Prototype initial level concept to test mechanics in an early format
  • Iterate on the positives and negatives of the prototype level to create the finalized Level 1 of the game
  • Plan the progression, overall narrative, and set dressing needs of Level 1
  • Ensure tutorialization is implemented and that all the core mechanics are introduced to the player in a quick and digestible way
  • Lead and guide the game direction
  • Manage level and tech design team tasks
  • Schedule and direct meetings the address all game design considerations and ideation
  • Oversee all other levels to ensure they're in line with the core game's vision
  • Communicate with all sectors of the broader team to ensure art, programming, and design are all working together to maintain the core vision of the project.

Key Design Goals:

  • Design an intro level that adequately introduces the player to all core game mechanics, allows them to feel comfortable with them by the end of the level
  • World context properly introduced with little confusion
  • Establishes the visual expectation for the rest of the levels in the game
  • Ensure consistency in gameplay feel between all three levels

Level Map

Early Design Planning

Initial Prototype Blockout

Iterating on the Prototype and Playtesting

Tutorialization

    Combat/Gameplay Pacing

    Narrative Contextualization

    Core Gameplay Sequences

    Setdressing

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