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Jair de Almeida Cuomo - Game Dev
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      • Fortnite - Obby but on a Bike
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      • Folding Fables
      • Abyss Clicker
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      • TIBS
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Jair de Almeida Cuomo - Game Dev
  • Home page
  • Portfolio
    • Work Projects
      • Fortnite - Obby but on a Bike
      • Fortnite - Teamwork Puzzles
      • Fortnite - Virtual Circus RP
      • Fortnite - LEGO Red vs Blue
    • Personal Projects & Game Jams
      • Clockworlds
      • Slime Jump
      • AntonSneeze
      • Izakaya Rush
    • School Projects
      • Folding Fables
      • Abyss Clicker
      • Warhammer 40k - Squig Gamez
      • TIBS
  • Contact Me
  • More
    • Home page
    • Portfolio
      • Work Projects
        • Fortnite - Obby but on a Bike
        • Fortnite - Teamwork Puzzles
        • Fortnite - Virtual Circus RP
        • Fortnite - LEGO Red vs Blue
      • Personal Projects & Game Jams
        • Clockworlds
        • Slime Jump
        • AntonSneeze
        • Izakaya Rush
      • School Projects
        • Folding Fables
        • Abyss Clicker
        • Warhammer 40k - Squig Gamez
        • TIBS
    • Contact Me

PLAY HERE FOR FREE

Relax yourself with this soothing experience and solve bite-sized enigmas in this cute and atmospheric puzzle game, set in a world of papercraft, origami and MAGIC.

Control different characters with different abilities, and help them reach the end of each diorama all together.

FEATURES

  • 3 playable characters with unique interactions with the environment

  • 6 worlds centered around specific characters or mechanics

  • 35+ handcrafted puzzles

  • A relaxing and soothing OST

Project Info

Made with Unreal Engine 5

Developement time: 8 months
(Dec 2022 - Jul 2023)

Main Roles

Generalist Game Designer, Level Designer, Editor, Pitcher

Documentation

Mechanics design

Level design and pacing

Trailer editing

Publisher pitching

Documentation

The first month we took the time to transport the documentation made during the pre-production phase and moved to a Google Sites webpage.

This offered a cleaner and simpler way to approach the documentation for the entire team.

I took care of polishing the whole documentation so that all web pages would follow a similar style and adding simple tools to traverse each page easier.

I also managed the Synopsys, Level Design and Market Analysis web pages.

Read the documentation here

Level Design and Pacing

My roles for the level design started with the creation a set of rules on how to approach level creation, making sure that each level would follow them. 

The same can be said for the player on-boarding, where I decided to not include any written text to explain how each character and mechanic work, instead choosing to showcase them with only level design principles.

I also managed the overall pacing of the game, structuring the intoduction of new game mechanics and interactions to avoid overwhelming the player and making them more engaged with the game.

As for the design of levels, I structured the creation of most of them by:

  • starting with multiple sketched pitches

  • expanding an interesting concept on paper

  • creating the level blockout using Unreal Engine 5's Cube Grid tool

  • playtesting it multiple times on my own or with others

  • polishing the position of the puzzle elements and finalizing the env

This was the process I used for the creation of 50+ levels, keeping half of them in the final product.

Initial concept on paper.
Level blockout using the Cube Grid tool.
Final result of a level with finalized environment.

Trailer Editing

After having the game mechanics and most of the levels finalized, I started working on the game trailer and gameplay showcase.

My goal was to create an engaging trailer that would showcase Folding Fables' strong points, such as its presentation, mood and the game mechanics and interactions.

I then recorded the footage and edited the video with Camtasia Studio, making multiple adjustments following the team's feedbacks.

Jair de Almeida Cuomo - Game Designer
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