For my 1st year major collaboration, I helped design and code a 2.5D co-op puzzle game about combining the skills of two robots exploring an overgrown facility.
For my 1st year major collaboration, I helped design and code a 2.5D co-op puzzle game about combining the skills of two robots exploring an overgrown facility.
Duration: 2022 November - 2023 May (6 months)
Skills: Level Design, Puzzle Design, Systems Programming, 2D Art
Tools: Unity, Adobe Suite
Myself (Level Designer/Core Programmer)
Charlie Perry (Level Designer/UI Designer)
Ed Buckett (Dialogue Programmer)
Jonny Greenblatt (Combat Designer)
Sonny Sjoemaeling (Lead Designer/Core Programmer)
Dominic Leyshon (Environment Artist)
Willem Trevaski (Lead Artist)
Sofia Nikonova (Animator)
Alex Durham (Writer)
Eden Morris (Writer)
Isabelle Found (Writer)
My first large-scale team project gave me valuable experience communicating between disciplines, planning with a taskboard (seen below) and working in sprints as part of Agile methodology.
Our team taskboard with progress columns to sort tasks
Us designers also had to learn a lot more about C# due to having only one core programmer on such a large team. My favourite aspect of this project was iteratively designing and testing the puzzles to make them more intuitive.
In hindsight, some of the middle levels including the enemy mushroom (seen below) could have been better tutorialised. Were I to redo this section, I'd introduce the enemy more gradually and create a level to make it obvious that only the flying player is targetted by the enemies. The difficulty curve of the puzzles could also be smoothed out with some more cohesive designs.
The mushroom enemy targets the flying player to encourage cooperation
From the beginning of the project, I was heavily involved in ideation and prototyping mechanics. Below is a very early showcase of the basic character controllers I created, with a flying cube player able to pick up the jumping capsule player or a box. These core mechanics remained mostly unchanged, as seen in the final version below.
Throughout the project, I playtested and iterated on the levels and mechanics which I created, which included most of the character features, the buttons, doors, lights and 3 of the levels. Below can be seen a labelled sketch and blockout of the tutorial I designed to teach both players all necessary actions.
The image below shows a blockout of final level where both players combine to shoot and escape enemies, then separate to race to open both doors at the end. This was one of the trickiest levels to design and went through several iterations to address playtester feedback, but became a memorable and highly-praised level to end the game.
I also designed most of the particle effects in the game, from the 2D sprite to the activations and emissions. This typically involved combining different tutorials to achieve the desired effects, which added an extra layers of polish to the game, though some like the leaf destruction effect could still be improved.
The laser effect combined a line renderer with spark particles positioned by code
Particles to indicate enemy awareness
Leaf destruction effect combines 2D sprite emission with 3D particles coded by another designer
For Expo, I helped design promotional materials including the team logo. This involved getting regular feedback from the team to facilitate rapid iteration. Below can be seen the progress and variations of the game banner and logo.