Level Designer + Writer
Designed and implemented the main carnival level.
Designed zombie wave section mechanics in one part of the level.
Designed all 4 weapon stats including damage, fire rate, range, etc.
Wrote and created 4 character backstories that ties to the weapon that they use in-game.
The development process for this game was tumultuous. Although we had a very active producer and had great team members, we had to face a lot of problems. Since this was a online multiplayer game, there were a ton of multiplayer issues that popped up that hindered our final result. We didn't do the best planning and our flexible solutions did not always work.
To design a Carnival Zombie Map, I first researched and looked at current carnivals or theme park diagrams to better understand the layout of the park. After looking at the designs, I determined that the
We initially wanted to have a three lane map design similar to what the Call of Duty multiplayer maps have. The idea of this was to make sure that the players are always on their toes and that the zombies were always a constant threat. The tighter, three lane map design would ensure that and also be familiar to most FPS players.
However, we decided against it and switched to a Left4Dead style map design after realizing that the three lane design was too limiting and made the map size too small.
The new Left4Dead style design had only one way for the player to go through, but it felt more like a carnival and made it possible for more zombies to spawn and overwhelm the player.
With the new map, the zombie behavior and locations of the zombie spawns were key to making sure the game still had the frenetic pace and feel that we were looking for. I didn't quite achieve it with my design and implementation.
Incomplete sketch of new map design (where the walls will be)
I was not used to designing for multiple players. The addition of multiple players added complexity to the design and I was not prepared. I should have playtested earlier to find out the imperfections earlier.
We didn't plan ahead by a lot, so our code was imperfect. Sometimes when one aspect of the game's design broke or had issues something else would also break. This slowed us down with bug fixing and implementation.
Implementing online networking was a struggle. Huge problems popped up such as lag, synchronizing the health, damage, UI, and animation glitches. We sometimes didn't catch these problems until we playtested as a team.
I didn't get the coop elements quite to work together. Players should have been rewarded for sticking together and punished for separating but in our game players have no real reason to stick together.
Zombie spawns were not designed well; the map was too big and had too much empty space. Players could simply run past the zombies on the map, which we did not intend.
The map size ultimately was too big. Too much empty space and players could just run past the zombies.
Zombie animation and UI text bug.
I came up with this zombie wave set piece to add variety and to further challenge the player. After completing 75% of the map, players will enter an area where they have to activate a generator to open the gate to the exit.
Players would be trapped for a certain amount of time while zombie waves will spawn and surround the player.
I wanted the area to be somewhat open to allow the player or players room to evade the zombies.
The amount of zombies that spawned and the time between waves were playtested and iterated on but unfortunately the spawning of zombies would lag the entire game.
There were also UI and player synchronization issues that came with the implementation of this setpiece.
W: zombie spawn locations. C: current zombie horde location. Square: generator location
Things didn't go the way we hoped but I learned a lot about the design process and about designing for multiplayer and large maps. I would do a lot of things differently. For example, I would first start off by designing a small portion of the map and playtest it to make sure the dynamics of the game felt right before moving onto making the map bigger. Starting off with a making a large and empty map did not work out because I didn't perfect the gameplay experience before adding more to the map. I learned also to prepare more in pre-production and to plan out all of the possible game mechanics and code beforehand.