Dishonor Thy Neighbor
Project Size: Five Role: Level Designer Process: After the paper prototype, I began designing the level digitally. I utilized 4 split layout in Unity to get accurate positioning and measurements for both the floors and rooms. It was primarily a bare bones build, focusing on giving my team and the play testers an idea on how the level would look and feel. A month into the design process, the level was coming alive. I added placeholder furniture so that the programmer could get in necessary code for interacting with various objects and opening doors. I also followed feedback from play tests to make every part of the level worth exploring and utilizing. After I was introduced to a new Unity asset called ProBuilder, I began to reconstruct the level in a more accurate and edit friendly fashion. There were more precise measurements, and the level was far easier to mold with the number usability tests we conducted and art assets provided by the prop and environmental artist. It made my job easier and made me even more confident in my level building abilities. Accolades: Won "Excellence in Multiplayer" at RPI Game Fest 2018 Showcased at PAX East 2018 Link to game: Check out the game here |