In The Chamber
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Game Engine: Unreal Engine 5.1
Duration: 9 weeks
Team size: 19
Platform: PS5
Year: 2024
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In the Chamber is a roguelike twin-stick shooter taking place in the crypts of a pyramid during the 1920's.
During this project I was in charge of Level Design, Playtesting and Scrum meetings. This meant I was responsible for coming up with the general level flow and blockouts early on, working closely with the environment artists in order to create a comprehensive visual language for the players to learn.
For the duration of the project I was in charge of most of the milestone presentations as well as the daily scrum meetings. Towards the end of development I was also the main playtester, reporting bugs and glitches to the rest of our team. During this process I was also tweaking and balancing the enemy difficulty and placement in order to achieve satisfying gameplay.
Watch the trailer:
My contributions were:
Level Design
Made level blockouts
Built levels using modular assets
Added gameplay elements such as enemies & traps to levels
I was the lead Level Designer on the project. This meant I was in the early discussions with other team members about how the levels should look and play. Early on this meant a lot of collaboration with our environment artists to make sure we were on the same page when it came to the basic level structure in our game. This led to them being able to start work on a comprehensive collection of modular assets while I continued work on the levels themselves.
I started by sketching a handful of levels in my notebook with paper and pen. When I had a few levels I considered worthy I then started building them in Unreal using placeholder assets as the actual environment assets were still being made. However it wasn't long before I had some early versions of the floor and wall assets available to me. These basic levels, built using work-in-progress assets, were the levels we used for playtesting a lot of the game's basic systems during the first few weeks of development to make sure the fundamental gameplay was there.
I kept working on creating blockouts for new levels as well as fleshing out our existing ones until we had a number of levels we were happy with. This number was 5 (excluding the Start room and the Boss room), we settled on this since we did not want to create more levels than we would have time to polish. My level design work the last few weeks of the project consisted of discussions with our environment artists to make sure the aesthetics supported the design (and vice versa) as well as adding colliders and enemies to the levels. These then required tweaking and adjusting as I was also playtesting the game a lot during this time.
1st Level (Sketch)
1st Level (Blockout)
1st Level (Final)
Playtesting & Balancing
Kept track of and reported bugs
Finetuned the game's difficulty
I was the team's main playtester during the project which especially took up most of my time towards the end of the project while the levels were being finalized by the environment artists. This included me taking notes while playing the game to make sure I kept track of any bugs that had appeared and then reporting said bugs to the relevant people in the team, for example reporting a bug with the reloading mechanic to our systems designer or a bug with the shadows to our lighting artist. I was also personally tweaking the enemy difficulty and placement during this time to ensure the gameplay felt fair but challenging. This mostly meant adjusting the amount of health enemies had, their movement speed as well as the number of enemies in any given room. Since we settled on having an algorithm increase the number of enemies in rooms as the game went on, this algorithm required a lot of fine-tuning.
Scrum master
Held scrum meetings every day
For the entirety of the project I was also the scrum master. Every morning I held a meeting with the entire team where we ensured we were all on the same page and if everyone's work load was manageable. These meetings were important in making sure we were on track and no team member was falling behind.
Sprint, Milestone & Gold presentations
Held majority of presentations
Finally I was also one of two people who held the sprint and milestone presentations. This meant I was always keeping track of how the group as a whole was doing and checking in with individual team members to make sure I could show off their work accurately during the milestone presentations. I was then one of two people holding the gold presentation on the last day of the project.
Gameplay showcase:
Project members:
Designers: Oscar Carlesjö, Jens Nielsen, Kim Berglin, Fabian Svensson Röste
Programmers: Joakim Karlsson, John Rodriguez, Linnea Zetterljung, Oskar Nord, Ossian Karlsson, Pi Östberg
Artists: Charlie Grönlund, Elvira Paxborn, Hanna Lindqvist, Isak Siltala, Mateo Gretter Lopez, Paula Pennanen, Sam Johansson