Level Designer
Designed the overall look of the houses with the Halloween decorations on them.
Implemented the colliders for each of the houses in the neighborhood.
Worked with another designer to sketch the final map layout of the game.
Designed the Title Menu of the game.
Worked with programmer to implement the trick-or-treat game mechanic.
Additional Responsibilities
Co-Producer where I scheduled and delegated tasks for team members. Managed the team and made sure we finished in time.
The theme for this Game Jam was Trick-or-Treat. We thought about many different game ideas but kept the brainstorming process short since we only had 48 hours to make our game. We decided on a game where a ghost has to get candy by trick-or-treating while avoiding bullies. There would be a point system with collecting candies. There was discussion of a Pokémon style battle system with the bullies, but we decided that it was beyond the scope of the project.
Sketched the decorated house layout that ended up being the final version.
Used two different Asset packs for the Halloween Decorations and the house itself.
Sketched the prototype for the Title Menu which ended up very similar to the final product.
The changes were made due to time constraints and scope.
This type of Title Menu design was more engaging to the player as they could test out the game beforehand, like a mini-tutorial.
The Game Jam process was very fast paced and definitely very stressful but it was also a lot of fun. Implementing the game mechanics and putting the game together took slightly longer than planned. As a result, we did not have a lot of time to playtest the game. Our first neighborhood design ended up being the final design. I believe that more playtesting time would've been extremely helpful in making gameplay to be more robust. I learned a lot about the importance of planning and prototyping quickly to avoid being locked into one mechanic.