From Select Games
Level 1 from The Art of Explosions!: The levels were short due to the 72 hour time restraint, but this level is packed with obstacles, technical challenges, and even a few puzzles. The player can even rocket jump to take a shortcut. Small signs with popup text helped introduce the mechanics as they appeared in the level. The player can break brick with their controlled explosive projectile.
Level 2 (Boss) from The Art of Explosions!: This boss level features a small chamber in which the player must break the brick above anvil blocks, allowing them to fall and damage the boss as she teleports around.
Level 1 (Tutorial) from Shinobi Sling: Designed for a mobile app, the level design of this game is primarily vertical. This tutorial level introduces mechanics as they appear through world-space text. Featured here are the two early obstacles- stationary cannons an d stationary blades. The flag at the end marked "goal" is the end of the level.
Level 2 from Shinobi Sling: Although much longer than the tutorial, this level introduces a single tracking cannon in the middle of the level. The other stationary obstacles are fairly simple to avoid, so it lets the player focus on dodging the tracker cannon. This level also introduces horizontal movement, which requires the player to learn a slightly new technique for movement. Alternatively, the player can fling straight past the vertical section if they recognize the path after completing their first playthrough of the level.
Level 3 from Shinobi Sling: With all but 2 of the obstacle mechanics introduced, this level focuses on teaching the player "island hopping", or flinging from one chunk of earth to another. This technique is cemented in the final section of the level, where the player is required to island hop horizontally.
Level 4 from Shinobi Sling: The challenge ramps up with a new tileset introduced. This tileset includes modular pipes, which, while providing the player with more movement options, requires more accuracy while tapping. In addition, this level introduces blades on rails. These add an additional timing challenge to the climb.
Level 5 from Shinobi Sling: This level is very hard, possibly more so than the final level. The middle gauntlet is extremely challenging, and requires fine control of your character. This level features a bit of branching as well, allowing the player to pick their poison.
Level 6 (Final) from Shinobi Sling: With a deceptively minimal design, this level requires the player to take everything they learned, and apply it in the most unforgiving of environments. To add to the chaos, this level introduces one last mechanic - Tracking cannons on rails. There is not much surface for the player to use, and most of it doesn't stay safe for long. I placed a couple shortcuts in for exploration-minded players to discover and use.
Black Creek Dungeon (WIP): This dungeon, is created for a small WIP quest mod for Skyrim Special Edition. This project showcases by-hand navmeshing, papyrus scripting, basic level design, and overall kit fluency.