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Screenshot 2021-04-20 113416.jpg

PERSONAL UNREAL PROJECT

LEVEL DESIGN PERSONAL PROJECT

The level design for this project was a lot. I wanted to make a island that was small, but interesting and simple to run around in. Working with the landscape tool, assets, and paint tool, I wanted to create something simple an easy to play and understand the objective. So for that I designed a level that was an island that makes it so you can run around, find the coconuts, collect them, and what was suppose to happen after that was to fight the boss. I designed where the assets should be placed, where to hide the coconuts, and creating the world. It seemed to work because of my playtesting that I had and people seemed to love the look of the game right now and would want to see what happens in the future.

Other Works: Text

MONSTER WORLD

Using the Unity Engine, this was one of my first games that I made with my group. We called ourselves Monster World because of this sweet little game. You play as Clyde, a person that is suffering from a mysterious disorder. You have to collect these specific items and give it to characters to help improve Clyde's mental state and figure out what is wrong with Clyde.

RESPONSIBILITIES

  • Project Manager and Level Designer

  • Helped craft the games levels with pre used assets. 

  • Collaborated with team to come up with a driven story. 

  • Found assets to use. 

  • Worked on making the dialogue work. 

What did I do?

This was my first time being a project lead, but also first time I was using the Unity engine. My team was small, and we wanted to make a small game. This was the game we came up with. It was very story driven, but we still wanted to have a jumping system in the game. Granted, that's all that this game is about, I add to work with what we had. Just jumping. So, it was a jumping game to collect certain items and beat the game. Level design wise, I tried to make certain jumps very easy, to kind of difficult. You see that near the end of the levels since you have to kind of get a head start. So, it was basically just as simple as breaking platforms apart and place them to see if the player could make it. Otherwise, I did lead the team and gave them tasks, but we soon went onto making BulletDuckingHell. 

BOTTLEMAN TEAM

My team here wanted to make a simple fun game that everyone can enjoy. We wanted to be simple game to understand, but the ability to think about what each others moves are and playing the game right. The designs I made to make that happen was creating the game with the cards and only using four simple cards. Some deal damage others were suppose to protect you. I also came up with the idea about what the board was like and how it should go down when players get to that sort of stage in the game. How players can move from tile to tile. How characters are able to use certain abilities. All that is done in the game and more information can be found on the doc that I have. I knew it worked because of the grade my team and I got on that game, but the feedback we received from other class mates saying it was fun to play with there family. I also got the chance to play with my family and they like the level design and aspect it should have gone through.

Other Works: Text
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