OR
⛛ Scroll Down ⛛
A Third Person puzzle platformer with ball physics, lasers and slightly unhinged level design. Use the colourful substances around an AI facility to open the way to your imprisoned teammates. Use abilities to traverse complex areas and uncover the secrets of the machine.
Team Size: 2
My Roles:
Core Game & Level Designer,
Core Programmer
Context
Personal Passion Project made as a Spinoff of Trapped: Crusade
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Core Design Philosophies
Game Design
• High Exploration Puzzle Solving •
• Simple Base Progression ➟ Cryptic Meta Progression •
• Ability & Knowledge Based Progression •
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Level Design
• Condensed AI Inspired Layout •
• Clear Area Segmentation Based on Core Mechanic •
• Influence Creative Use of Mechanics Through Gameplay Tutorialization •
• Simple Main Path with Branching Secrets & Challenges •
• Gradual Progression of Risk & Difficulty •
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UI & UX
• Simple, Clear & Diegetic •
• Colour Coding Tied to Archetypes & Mechanics •
• Informative Player Feedback & Progressive Guidance •
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Inspirations
Game Design - Just Desserts & Tunic
A First Person horror game held in an abandoned orphanage. Find your way through the haunted halls & reach your goal before the bell tolls to gain spectral abilities. Loop through the building, optimize your path, solve the puzzles and avoid the threat before it's too late.
Team Size: 16 (4 Core Devs)
My Roles:
Project Manager,
Lead Programmer,
Lead Game, UI & UX Designer,
Level Designer,
2D Artist
Context
Graduation Project of Game & Level Design at College Lasalle
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Core Design Philosophies
Game Design
• Knowledge Based Progression •
• Easily Understood Mechanics •
• Influenced Puzzle Solving ➟ Speedrunning Gameplay •
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Level Design
• Complex Environment Adapted for Looping Gameplay •
• Reward Attention to Detail •
• Balance Tension and Clarity •
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UI & UX
• Immersive, Diegetic & Narratively Rich •
• Clear, Intuitive & Helpful •
• Colour Coding & Identifiable Motifs •
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Inspirations
Game/Level Design - Death Loop & FNAF: Security Breach
An FPS Adventure game that emphasizes fast advanced movement, exploration & weapon based combat in a world where EDM genres are civilizations.
Context
Multi Semester Project in Game & Level Design at College Lasalle
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Core Design Philosophies
Game Design
• Easy to Use Advanced Movement •
• Versatile & Engaging Combat •
• Empower the Player with Quick Victories •
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Level Design
• Incentivize Non-Restricted Exploration •
• Reward Clever Use of Movement Mechanics •
• Rich Narrative Infused in a Vibrant Environment •
• Line of Sight Arrangement for Fluid Gameplay •
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UI & UX
• Immersive Player Feedback •
• Right on the Edge of Overstimulating •
• Contrast & Clear Guiding Elements •
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Art & Sound
• Stylized, Saturated & Fantastical •
• Mix of Modified Asset Packs & Original Work •
• Colour Coding & Identifiable Motifs •
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Inspirations
Game/Level Design - Titanfall & LoZ: Skyward Sword
Art Direction - Rave Visuals (Ex: Excision)
A Third Person puzzle platformer where you use crystals and technology to traverse an odd, catastrophic planet and uncover the secret behind the curious actions of your population.
Team Size: 4
My Roles:
Lead Game & Level Designer,
Sound & Narrative Designer,
Programmer
Context
A game Built To Scale in 96 Hours
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Core Design Philosophies
Game Design
• Navigation Based Mechanics •
• Mix of Engaging & Narrative Gameplay •
• Progressive Discovery & Combination of Mechanics •
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Level Design
• Visible Immersive & Distant Goal •
• Mix of Goofy & Unsettling Environment •
• Reward Clever Use of Resources •
• Clear Segmentation of Areas & Narrative Segments •
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Sound
• Dynamic & Diegetic Player Feedback •
• Bring Narrative Moments to Perfection •
• Create Uncertainty Through Dissonance •
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A First Person Narrative where you venture into your memories as they fade & change around you. Find your way back to an old friend as you wisp away from the life you lived.
Team Size: 4
My Roles:
Lead Programmer,
Lead Level Designer & Dresser,
Game Designer
Context
A game about The Space Between life and death, made in 48 Hours
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Core Design Philosophies
Game Design
• Simple Gimmick with High Design Potential •
• Blend Navigation with Puzzle Solving •
• Easy to Complete Narrative Experience •
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Level Design
• Recreation of Relatable Moments in Life •
• Influence Nostalgia, Melancholy, Uncertainty & Peace •
• Variety in Behavior of Environmental Gameplay •
• Compact Overall Layout for Production Efficiency •
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UI & UX
• Tie Between Colour & Narrative •
• Dynamic & Themed Player Feedback •
• Use of Moving Elements to Guide the Player •
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In this First Person Narrative, switch between reality & VR in order to experience the best game you've ever played. Witness the virtual world expanding & improving with every update! But at what cost...
Team Size: 4
My Roles:
Lead Programmer,
Lead Game Designer,
Level Designer & Dresser
Context
A game about Solitude & the Metaverse made in 30 Hours
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Core Design Philosophies
Game Design
• Conditioning Through Mechanics & Progression •
• Clever Use of Game Tropes •
• Create Sense of Meaningless Investment •
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Level Design
• Clear Progression Within Same Environments •
• Immersion Through Simple Navigation •
• Duality Between Isolation & Innovative Virtuality •
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UI & UX
• Unobtrusive & Diegetic •
• Colour Influencing Emotional Response •
• Relatable Elements Setting the Narrative Stage •
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Inspirations
Game/Level Design - General Game Production Process