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BLOOM: ROOTS OF RENEWAL

Design Work and Contributions

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

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