Game Designer
INITIAL GAME PROTOTYPE
Project Context:
-
Following successfully pitching the concept of a retro fps to the team, I began work on creating a prototype.
-
The attached video is the result of one week of work to a scalable base systems 3D prototype in Unity C#, featuring FPS player controls, combat mechanics, a basic level layout, and basic enemy mechanics.
BLOOM LEVEL 2 REWORK PRODEUS PROTOTYPE
Project Context:
-
Tasked with reworking second level (I was the original designer of said level)
-
Used the Prodeus level editor to mock up encounters and begin rough balancing passes, decide on item placements, and create new geometry and level sections
Goals:
-
Rework the level to showcase the new machine gun and sniper rifle weapons.
-
Completely replace the second half of the level to be a more challenging and engaging encounter
BLOOM LEVEL 2 REWORK WIP
IN-ENGINE IMPLEMENTATION
Project Context:
Initial attempt at importing new geometry into levels
Initial attempt at setting up new encounters, level flow, and item placements
Level Design Goals:
Moving forward, polish and bug fixing are needed to bring the level to parity with the Prodeus prototype
Balancing pass is needed to tune encounters designed in Prodeus to match Bloom’s actual mechanics and difficulty
WIP BLOOM LEVEL 3 REWORK
Project Context:
Initial attempt at reworking the first half of the third level of Bloom
First section of video is in-engine, second half in Prodeus level editor
Level Design Goals:
Rework first encounter to be gated by shootable interactions and showcase jump pads and player buff items
Rework second encounter to use shootable interactions, give a sense of player influence on the world, and adjust the player's pathing through the space