Length of Project: 2 Months. My Role: Lead Level designer Team Size: 4 Supported Platforms: PC, MacOS Engine: Unity
Summery: Magical Penguin Summit is a 2D Adventure platformer that was made in two months for the MSU Game Development Minor. As the lead designer, I was in charge of developing not only the levels of the game, but also working with the artist to develop the aesthetics of the game. This project was not only an experience in making the most out of a short deadline, but also taught me how to work better within interdisciplinary aspects of game design.
Length of Project: 3 Months. My Role: Lead Level designer/Producer Team Size: 4 Supported Platforms: PC, MacOS Engine: Unity Summery:Excavation of Duat is a 2D Platformer that was made in the span of three months for the MSU Game Development Minor. As the producer, as well as the level designer, I not only was in charge of how the levels were built, but also making sure that the rest of the team was on track to meet the goals we had set. The biggest takeaway from this project was not only how important communication is within a team, but also how having a strong idea of what the game should be at the beginning of the project can greatly improve the progress a team makes.
Length of Project: 72 Hours My Role: Level Designer Team Size: 5 Supported Platforms: PC, MacOS Engine: Unity
Summery: The End is Neigh is a 2D side scroller that was made in the span of 72 hours for the SoloDevelopment winter game jam. As the level designer, it was my job to build the many chunks that were to be selected from as the player moved thorough the game. This included the original layout and shape of the chunks, the obstacles in each chunk, and the non interactable backgrounds of each chunk. My process was to first take the mechanics that we wanted for the game, and figure out how those could be incorporated as the level obstacles, while still fitting the theme of the apocalypses. Once the objects were decided on, I would block out three chunks at a time, making sure that there was variety between them. Once the three chunks were made and tested, I would go through and add in the art assets that were made for each obstacle, before blocking out the next three chunks.