ANTONIO VASQUEZ - LEVEL DESIGNER
  • About Me
  • Projects
    • SnapSquatch
    • The Lovers
    • Handle It Lightly
    • Other Work
  • Resume

Other Work

Magical Penguin Summit: 2D Adventure Platformer

Picture
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.
​Link to Trailer:

​Excavation of Duat: 2D Platformer

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.


Link to Trailer:

The End is Neigh: 2D Side Scroller

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.



Link to Itch.io:
Proudly powered by Weebly
  • About Me
  • Projects
    • SnapSquatch
    • The Lovers
    • Handle It Lightly
    • Other Work
  • Resume