A fast-paced, first-person cyberpunk action game where you use a high-tech sword to compete in deadly arena combat against waves of drones
PROJECT DETAILS
Role: Level Designer
Engine: Unreal
Platform: PC (Steam)
Development: 76 Hrs.
Completed: 2018
Team Size: 15, Multidisciplinary
RESPONSIBILITY
Early Development
Rapid prototyping of core gameplay mechanics using the Unreal Engine
Created level zoos for core mechanics and features:
Movement (running speed, jump height, jump distance, wall jump)
Scale and Art Asset Optimization
Combat Encounters (test enemy spawner blueprints, enemy types, combination of enemy types, enemy elevation, enemy strength, AI navigation)
Member of core mechanic and feature creation and optimization team (included enemy AI behavior and abilities)
Created hand drawn sketches and concept artwork to help communicate to Art Creation team the design of the level, props, hero pieces, and the experience the player will have in a particular arena
Level Design - "Zen" Arena
"Zen", being the tutorial level for Cyberdrome, was responsible for introducing the arena style combat of the game to players. I came up with a circular design, where the players started in an enclosed center circle around the base of the hero piece (a large tree).
The goal of the level was to first introduce players to the basic enemy types in a smaller, more controllable area, then lower the walls and expose them to the full arena and gradually increase the difficulty. I wanted Zen, by the end, to be a playground, giving the the player room to explore and experiment with their movement and combat abilities.