Junior Game Designer - Design Diagrams - Jira
This was my contribution as a junior game designer in "Roblin Hood". A collab game developed in 6 weeks with other juniors and seniors developers. Despite the final result wasn't perfect, it was still an amazing experience on how to cooperate efficiently with other people.Â
In this project, I was a junior designer. I did multiple types of tasks from the creation of diagrams, concept of mechanics, level design, game trailer and more!
Almost half-through the development, we started receiving some feedbacks about the project, here in these slides I presented my solutions to some of the main issues from a level design perspective that needed some fixes and improvements.
As a junior designer, my role should never cross the chain of command, just because without these rules, it would be anarchy. After noticing the issue of this mesh though, my instinct told me to react. As an Italian, I still have a responsibility toward the quality of all the cheeses, real or digital, and seeing a slice of cheese inside a cheese definitively is a big nono that I couldn't stand at all. I had to report this issue to the senior modeler, and I spent around 15 min explaining to them how such a representation of the Parmigiano Reggiano was disrespectful towards my culture.
Below a block out of the master room, here while working on it I decided to use some 2D pictures of possible assets that the art team could have worked on later. In the initial concept this room was supposed to be inaccessible from the main hall, the only way to go inside was throughout the kitchen secret entrance.
Another section I had to work on was the tutorial section for the grappling hook. The first concept on the left, was made with Magica voxel, and it was made with the idea that all the tutorial sections were supposed to take place in a cave below the mansion. While the development was moving forward we had to cut all the assets of the cave so we converted everything into some extra rooms below the mansion. In the diagram on the right there's the final version.
One of the tasks I have been put in charge was to work on the kitchen, I started with a pen & paper design then converted everything to unreal, all of this by considering the physical size limits of the room to avoid the collision with other rooms.
Initially, our game was supposed to take place in a small village, the mechanics were roughly the same. Here I made with the usage of 3DS MAX a quick block-out as a reference. The goblin would have the freedom to explore this village, and by gradually unlocking new abilities like the grappling hook, houses previously inaccessible would have been explorable. After some feedback from the lecturers, they suggested us to downscale the size of the project, which is why we came up with the idea of the mansion.
Check out other game/level design projects I've made: