Keeper of Time: Age of Fire

Platform: PC (Downloadable) 

Engine: Unity

Team Size: 20

Project Duration: 20 Weeks (3 months preproduction)

Playtime: 25-30 minutes 

Build: itch.io

Design Lead

Translated the team lead's creative vision into high-level design vision. Communicated with other designers to ensure system and level design coherence to design pillars.

Additional Responsibilities

Level Designer

Utilized Unity Terrains and Probuilder to design and set-dress an ancient tribal village & a platforming level

Systems Designer

Designed & helped implementing the core fireball mechanic

Postmortem

Fireball: "Simple is Best"

The first design pillar of the game was "Flow Like Water"- every mechanic that involves movement must be in service of the constant, frictionless movement of the player.

The three of us in the design team went through many different ideas for the main mechanic of fireball. Some involved more complex inputs than others, but in the end, the simplest one prevailed- a third jump that sets things on fire. 

Heavily inspired by Mario's spin in the Super Mario Galaxy titles, fireball became a multi-purpose mechanic: its simplicity, easy-to-understand affordance, and close relation to movement systems made traversal fun.

First, and eventually the final, concept sketch of the fireball. Turns out more mechanical complexity was the opposite of what we needed- simplest was truly the best.

Practical vs. Cultural Level Design: A lesson in communication

The tribal village section was originally designed with environmental storytelling and cultural representation in mind. I was mainly focused on creating a space where people could actually live: farmlands, play areas, and appropriately scaled huts were all signs of those efforts. 

I also tried to research ancient Hawai'ian land division (ahupua'a) and architecture, like land markers and fish ponds, to faithfully represent a living space

This, however, was a considerable departure from the team lead's design vision of an explorable, platforming level. Though this initially was a source of some conflict, we combined our ideas: in the end, most of the architectural set-dressing elements and the overall layout (including the ahupua'a) remained while the level layout changed to be more focused on platforming.   

My version of the village vs. the final version of the village. The general layout was kept, but the overall structure was overhauled to focus on platforming.

Iteration: Final Time Rift (a.k.a. "The Magic Carpet Ride")

The final section of the game had the main concept of each designer focusing on a single mechanic and iterating upon that mechanic as much as possible. Inspired by the moving platforms of Super Mario 64 (especially the ones in the Bowser levels and the infamous Rainbow Ride level), I created a level focusing on the moving platform system.

Version 1: Square Platforms

This employed 2 platforms looping around a square track. This was largely due to limits on tech- resetting platforms upon arrival and death was not in there yet.

Version 2: Proper Carpet

With the tech limitation of resetting platforms solved, I iterated on the design based on playtesting feedback.

Version 3: Polish &Final

One more playtest by the team lead and the general layout of the level was set- now was the time for polish and final adjustments.

Conclusion

This was my biggest and longest project to date and a labor of love by 20 people over the course of almost 9 months. I am so proud of the entire team and especially of Daniel, the team lead who was in every single meeting for all 9 months and guided a team from beginner projects to a senior capstone.

+First real opportunity to work with other designers in a large team

+Plenty of time to develop tools made iteration time much shorter, allowing me to focus much easily on player experience 

+Learned a lot about effective leadership and communication- both as an observer in a big group and as the design vision holder for the team at large

-Big adjustments in scope halfway through limited the number of mechanics to play around with- though this forced us to think and be creative with limitations

-Some conflict with the team lead regarding vision- this could have been easily avoided


Group pic of our team, Bellchime Studios!