Nightclub LD

-Level design-

-Blueprint scripting-

-personal project-

Project info

My role: Level Design, Blueprint Scripting. 

Team size: Solo

Project duration: 1 week

Tools: Unreal Engine

Project type: Personal project

This project was created for the Design Den’s December challenge. The challenge consisted of creating a mission for a fictional game with three to six areas, write a brief overview of each of those areas and then choose one of them to create a top down map of and blockout. 

For my area I created a Nightclub with a non linear level design transitioning into a linear alleyway chase scene. I took inspiration from Deus Ex: Human Revolution level design and how they create a smaller world but with a vast array of options and ways of dealing with objectives. The goal of the level consists of three stages:

  1. Find a way to access the VIP lounge where the target is located.

  2. Chase the target through the alleyway. 

  3. End the chase with a QTE versus the target and their gang.

Challenges

Goals

After starting out I realised how hard it was to create an environment that supported different players, in the end I felt that the level is broken up into two gameplay parts, the nightclub area that has a strong focus on stealth and the alleyway that has a focus on combat. Ideally these would be combined and encouraged the players different playstyle at every part of the level.

  • Create a level that provides the player with different approaches to solving problems. 
     

  • Improve my knowledge of guiding the player.

Level design process

PaintedMaintenence.png

I wanted to provide multiple solutions to different problems. At this point the player needs to gain access to the VIP lounge by either finding the password, sneaking in through the vents or unlocking the main gate. In this example the player needs to reach the computer to disable power to an electrical grid blocking the player's path through the vents. There are two entry points to the room and as this is only the first part of sneaking through the vents I made the npc have a long delay between patrolling to make it easier for the player to sneak past.

Party? Party!

-Blueprint scripting-

-Gameplay design-

-school project-

Project info

What i learned

My role: Gameplay designer and Blueprint scripting

Team size: 6

Project duration: 2 weeks

Tools: Unreal Engine

Project type: School project

Party? Party! is a four player asymmetric party game. Three players take on the role of a group of friends trying to host the best party ever and the fourth player plays as the drunk friend doing their best to ruin the party. 

This was my first game project at Futuregames as well as my first game made in Unreal Engine. My responsibilities in the project was designing the basis of the gameplay and scripting how the multiplayer and score features worked in the game. 

In this project I learned the hard way the importance of keeping a clear and structured scripting structure and naming convention.

Random Event Dispatcher

Win Screen

Shoot gun?

-Level design-

-C# scripting-

-school project-

Project info

Goals

My role: Level designer, gameplay designer and C# scripting

Team size: 3

Project duration: 2 weeks

Tools: Unity and Concepts

Project type: School project

Shoot Gun? is a fast-paced action platformer where the player has to reach the goal before time runs out. 

The game is inspired by Super Meat Boy, Celeste and Metroidvania games.

My goal for this project was to improve my level design iteration process. I also wanted to refine the flow and pacing of my levels. 

 

I decided to design a level that:

  • Gives experienced players opportunities to show off their mastery. 

  • Teaches new mechanics in a safe space.

  • Rewards mastery.

Level design process

Introducing mechanics

Whenever a new mechanic is introduced to the player I started out by giving them a safe space with a clear goal. After testing them on int I proceeded to test them on it in a dangerous environment.

Audio Manager

player jumping

Wavey

-Level design-

-C# scripting-

-school project-

Project info

Goals

My role: Level designer and C# scripting 

Team size: Solo

Project duration: 1 week

Tools: Unity

Project type: School project

Wavey is a prototype I made for Unity prototyping course at Futuregames. The assignment was to create a 2d shooter and I chose to make a space shooter with a retro touch.

  • Creating a modular system for spawning enemies. 

  • Optimizing my C# scripting and creating a clearer structure and naming convention.

  • Creating a player avatar that feels easy and fluid to control.

Level Layout

Player movement

Player Shooting

Enemy spawner

enemy health