This page showcases the design assignments I worked on during my design class at DigiPen Bilbao, Spain.
Creating an escape room
Brief:
For our first lab in design class, we have been tasked with designing a 500 by 500 escape room. This assignment aims to test our ability to apply what we’ve learned in class on player progression in regard to game mechanics.
Design:
I am a dedicated game designer who aims to provide the best experience for players by ensuring they can engage with the game easily while keeping it interesting. For example, in this escape room design for des214, I initially faced uncertainty about how to create a puzzle that could properly guide and engage players while effectively using space and environment interactions. The focus was on designing the puzzle to fit between steps 2 (initial utilization) and 3 (skill development) of player progression in game mechanics. My puzzle showcases the story alongside engaging challenges. Initially, I struggled with guidance, often leading players away from the puzzle. I modified the environment to make it more intuitive, adding more guidance to help players advance. For instance, I used flashing lights to indicate the exit door. Ensuring seamless circulation was another key factor I considered throughout the environment.
Creating a 150m x 150m map
Brief:
For M1, we were tasked with creating a 150 m x 150 m map. My setting was post-apocalyptic Japan in 2024. The story revolves around a father racing against time to get his baby to a shelter after being bitten, with only 36 hours before he turns.
Design:
Storytelling is my strong suit, so I begin the design process by focusing heavily on it, as it contributes to engaging gameplay. To support the narrative and provide a smooth experience, I prioritize guidance and intensity. As a passionate game designer, I pay extra attention to details to enhance storytelling and guidance.
For example, in the 1000m² exercise from des214, I designed the map to immerse players in the father's journey. In the abandoned house, I added details to depict a bitten survivor struggling to reach their room, enhancing both the narrative and player guidance. To keep players on the intended path, I used environmental cues and designed engaging, non-repetitive obstacles. I also included notes to maintain the story's authenticity. The intensity curve helped balance the gameplay, making it engaging yet not overwhelming.
Detailed second level of police station
Police station
Brief:
The 1 million challenge image is a snippet for my detailed map. It showcases the second level of the police station.
The programme building was a task on creating a programme for the type of building we are assigned which in my case was a police station. This task aims to teach us the concept of perception, composition and programme.
Design:
As a game designer, I believe that details in the environment provide players with an understanding of the story, and these details must be conceptually correct. Leveraging my keen eye for detail, I designed my 1 million challenge police station with a focus on storytelling and incorporating guidance to enhance the player experience. Even small details are crucial, as they engage and immerse players in the game. For example, barricades indicating a survivor's struggle add flavor and direction, encouraging players to move toward accessible areas. In the police station, I included features such as an armory that requires players to pass through a security area, with a guard opening the door using a keycard. These elements add depth and realism to the game, reflecting my strength in creating immersive and detailed environments. My process includes careful consideration of how each element contributes to both the narrative and gameplay, ensuring an engaging player experience.
Creating an easy Mega Man level
Brief:
For our milestone 2 assignment, we were tasked to make 3 increasingly difficult Mega Man levels using Mega Man Maker. This level features an enchanting puzzle theme and is designed to be easy difficulty.
Design:
As a dedicated and innovative game designer, I strive to create engaging and intuitive gameplay experiences. One example of this is my approach to designing an easy puzzle level. While simple challenges can make a level easier, effective guidance is crucial. I aim to make the levels intuitive so that players can figure them out on their own with ease. I experimented with the same mechanic, gradually increasing the difficulty as players progress. This allows them to become familiar with the mechanic while focusing on puzzle-solving. I considered different cognitive challenges I could introduce and thought carefully about how to use various elements to create new obstacles, requiring creativity and meticulousness in my design process.
Creating an medium Mega Man level
Brief:
For our milestone 2 assignment, we were tasked to make 3 increasingly difficult Mega Man levels using Mega Man Maker. This level features an icy platforming level and is designed to be medium difficulty.
Design:
As a creative and meticulous game designer, I strive to develop engaging and thoughtful gameplay experiences. For example, the medium level, I chose an icy theme with platforming mechanics, focusing on sliding. I ensured the level fully utilized the sliding concept, creating new cognitive challenges while gradually increasing difficulty. To avoid overwhelming players, I introduced challenges in a paced manner, allowing familiarity before adding new ones. My creativity helped me design engaging and non-repetitive obstacles. Although the level is straightforward, I included key collection to add depth, which also involves the idea of circulation. This approach keeps players engaged and rewards their problem-solving skills.