Game Designer
INITIAL PROCEDURAL GENERATION IMPLEMENTATION
Project Context:
Tasked with creating procedural generation system for FPS roguelite in 1 week
Created Isaac of Binding based system that allowed for arbitrary room shape and 3D verticality in Unity C#
Goals:
Create wide open levels that don't feel like they're using a room based system to be generated
Create a space conducive to the player's many mobility options (grapple hook, glide, double jump, dash)
FINAL PROCEDURAL GENERATION IMPLEMENTATION
Project Context:
Final implementation of procedural system and related functionality
Level Design Goals:
Allow for multiple objectives to be placed per floor of generated dungeon (keys, elevators, levers)
Create a space that allows for interesting enemy movement
INITIAL HUB LEVEL DESIGN
Project Context:
Initial implementation of the hub level for the game
Level Design Goals:
Create a playground in which the player can safely test their abilities
Create a comfy area that hosts the game's shop, a combat practice area, and the entrances to the actual levels
FINAL HUB LEVEL DESIGN
Project Context:
Final version of the hub level featuring finished environment art, textures, and detail objects.
Level Design Goals:
Finalize layout to match changes in scope (Only one dungeon level exists, with he other portal leading back to the tutorial)
Tweak geometry to match tweaks to player controller metrics