Realising prototypes for different traversal and combat mechanics, based on both my own designs and those of my team mates’.
Fleshing out combat mechanics with fellow designers in the combat design feature team.
Presenting our feature team’s progress to the rest of the team during weekly progress update pitches, and daily collect our progress during stand up and present to our to our producer and leads during scrum of scrums.
Collaborating with other designers in the progression and level design feature teams to design complementary gameplay systems.
Technical Level Design
Implementing concepts for level mechanics and hazards, necessary to my fellow level designer to realise their level designs.
Collaborating in the design process for a chunk-based procedural level generation system, together with my fellow level designers and the programmer responsible for procedural generation.
Designing and whiteboxing level chunks used for the level generation.
Designing possible enemy encounters that could procedurally spawn in the level chunks I designed.
Bugfixing, Tweaking, Optimisation
Responsible for providing technical assistance to 3D and VFX artists with in-engine assets implementation and optimisation, tweaking existing mechanics to achieve the intended game feel, troubleshooting and fixing bugs, optimise code and remove redundant code where possible.
Creating and rendering cinematics used in the Steam trailer, based on the vision from the design lead. Creating and implementing main menu camera panning animation.
Post Launch Support
Working by myself on a patch for the third anniversary of the game release, to address players’ feedback. Featuring: many quality of life improvements to platforming and combat, rebalanced AI and progression, additional VFX and SFX, improved UI navigation, performance optimisations, bug fixes, framerate cap toggle, and remappable input.
The game camera needed iteration late in the project. I consulted the different feature teams to understand what each needed to be improved and what limitations I would have to avoid disrupting existing systems and visual assets. I presented the team with proposals fitting those limitations, and the team picked their favourite iteration.
The controls system had to be redesigned to be more consistent across different input devices.
I worked in collaboration with the gameplay designer and UI developers to redesign and iterate the Controls System, by looking at popular titles and playtesting Controls prototypes with external playtesters.
Created short in-engine cinematics, recorded gameplay footage, and edited 2 short trailers used during the alpha stage of the project.
As a technical designer, work with 2 level designers to create content for a 3D Platformer that I originally started in a game jam as a solo developer.
Creating and realising the core vision for this game in a solo gamejam project, which later was expanded into this team project.
Character, Camera, Controls
Designing and implementing player traversal mechanics, as well game controls and camera.
Tweaking and adjusting player mechanics and controls to achieve the desired game feel.
Creating simple particle effects and animation blockouts, and sourcing sound effects, to improve the feel of the game mechanics.
Technical Level Design
Designing and implementing level mechanics and hazards, based on my own concepts and the concepts and prototypes from my fellow game designers.
Realising the high-level vision for some of the levels from initial block out to final shipped product.
Designing and white-boxing the first of the three areas of the overworld hub where the player is gradually introduced to new mechanics in a safe environment they will then encounter in newly unlocked level, going from high-level vision to low-level scripting.
|Blocked out character animations with the actor sequencer in UE4.||Shrinking animation used for character death during gameplay.|
Particle effects used to inform the player about the range of the fans.
</tableCode and final result: breakable objects.
|Code sample: gating in the hub level unlocking access to new levels as the previous one are beaten.|
Design puzzles for a character-based puzzle game, working with 2 more level designers and 1 technical artist to make all of our individual work fit within a shared setting.
Pitching different concepts for game setting and story for a first person puzzle game.
Designing and prototyping different puzzle mechanics and hazards.
Designing one level with 5 puzzle rooms based on a coloured light beam mechanic, and a
second level with 5 more puzzle rooms based on a stasis mechanic.
Character, Camera, Controls
Designing and implementing the player movement and combat mechanics, top down camera, and game controls.
Designing and implementing main gameplay loop, local leaderboard backend, and supporting mechanics such as destroyable environment.
Implementing roaming pedestrians and hostile NPCs.
Designing and implementing main HUD, diegetic UI elements, leaderboard screen, and pause menu.
Recording and editing the gameplay trailer.
Talks on game design I gave at Breda University.
Understanding physics to make tight platforming.
Postmortem: VR Jam 2020.
Prototyping punch mechanic in Unreal, step-by-step tutorial.
Rayman 2 & 3: comparing combat and platforming design philosophies.