Skylanders Trap Team - Sewers of Supreme stink - Walkthrough
What did I actually do?
*One thing to note, that it was my job to handle everything that had to do with my levels. I had an assigned artist, designers to bounce iteration ideas off of and creative control over how everything should play out. So that means I handled:
Level layout - Including white/gray boxing in Maya.
Level flow
Gameplay mechanic design
Quest Design
Combat Encounters
Item placement - Destructible prop placement, all the optional/hidden rare items .
NPC patrols and dialogue
Push-block Puzzle Design
Camera Angle/Rotation - we used fixed camera angle and had to use trigger boxes to transition from one camera to another.
Cutscene Cameras - we setup a lot of our own shots.
Hand writing lots of triggered events - e.g. environment gameplay, like birds flying off when you get close, etc.
Here is a play through of the level (Thanks @ CrystalBlazier)
Under construction - I need to get the rest of the pages...