Objective 3
Demonstrate effective game design
practices and techniques within the project
scope and context such as genre, style,
platform, and audience.
Haunted House
This is a project I developed in Unreal Engine 5 with visual scripting. I designed this level to be a haunted puzzle game. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by adding horror elements such as creepy music and set design, a dark forest with only a flashlight to use, trees that move on their own, etc. I also have a Playlist on YouTube showing the full process from start to finish of me creating this level. I also have a Post Mortem as well which is where I talk about how it went, what lessons I learned, and what problems I had.
Maze Game Unreal
This is a project I developed in Unreal Engine 5 with visual scripting and C++. I designed this level to be a maze game with 3 levels. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by having a complete maze that’s different in every level, powerups, doors that have to be unlocked, enemies that chase you, etc. I also have a Playlist on YouTube showing the full process from start to finish of me creating this level. I also have a Post Mortem as well which is where I talk about how it went, what lessons I learned, and what problems I had. I also have different menus and other aesthetic touches to make it feel complete.
BattleBlock Theater
This is a project that I worked on in Level Design and Advanced Level Design. I created 16 levels, which is a full playlist in BattleBlock Theater. I created this Playlist with the idea of mayhem or chaos throughout the levels. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by adding different game modes to my playlist, different styles of levels (each one is unique), I made them fast paced like the levels you see in the game, these levels can also be played with one or two players, etc. I created two papermaps, as well as an Objective List and Pacing Map for one of the levels. I also created 2 Level Design Documents for this project. I created about 2-3 levels a week. I have a Post Mortems for this project as well. All of this documentation should show that I followed the full game production pipeline as well as prototyping and completing original games/levels for a platform. This playlist is fully finished and available for any players to play online. I have a PlayList on YouTube showing all of my levels and design explanations for them.
Golf with your Friends
I created an Under the Sea-themed level using the Golf with your Friends Level Editor. When designing the level I looked through what assets the level editor offered and I noticed quite a few sea creatures which gave me the idea to do the Under the Sea theme. This level editor is a bit more difficult to use than the BattleBlock Theater one however it becomes much easier once you get the hang of it. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by adding different pieces to my levels such as ramps, loops, and water, I also added assets to give it a sea theme, I tested the level to make sure it’s a smooth experience when playing, it’s also able to be played by multiple players, etc. I also have a YouTube playlist showing the process as well as my thinking behind the design choices. I have a papermap and postmortem as well.
UAT Invasion
This is a project that I developed with Christelle and Anthony. This game is a multiplayer board game in which two players compete to control the most rooms and territories on the board. It is designed with the theme of UAT and some of its professors. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by creating physical pieces that players can use, as well as a board and cards, it can also be played by two people, it fits the theme of UAT very well, etc. I have our Pre-Production Document, Playtest Notes, Playtest 2 Notes, ChangeLog Document, and PostMoretm for this project. All of this documentation should show that I followed the full game production pipeline as well as prototyping and completing original games/levels for a platform/tabletop game.
This is a project I developed in Unreal Engine 5 with visual scripting. I designed this level to be a haunted puzzle game. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by adding horror elements such as creepy music and set design, a dark forest with only a flashlight to use, trees that move on their own, etc. I also have a Playlist on YouTube showing the full process from start to finish of me creating this level. I also have a Post Mortem as well which is where I talk about how it went, what lessons I learned, and what problems I had.
Maze Game Unreal
This is a project I developed in Unreal Engine 5 with visual scripting and C++. I designed this level to be a maze game with 3 levels. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by having a complete maze that’s different in every level, powerups, doors that have to be unlocked, enemies that chase you, etc. I also have a Playlist on YouTube showing the full process from start to finish of me creating this level. I also have a Post Mortem as well which is where I talk about how it went, what lessons I learned, and what problems I had. I also have different menus and other aesthetic touches to make it feel complete.
BattleBlock Theater
This is a project that I worked on in Level Design and Advanced Level Design. I created 16 levels, which is a full playlist in BattleBlock Theater. I created this Playlist with the idea of mayhem or chaos throughout the levels. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by adding different game modes to my playlist, different styles of levels (each one is unique), I made them fast paced like the levels you see in the game, these levels can also be played with one or two players, etc. I created two papermaps, as well as an Objective List and Pacing Map for one of the levels. I also created 2 Level Design Documents for this project. I created about 2-3 levels a week. I have a Post Mortems for this project as well. All of this documentation should show that I followed the full game production pipeline as well as prototyping and completing original games/levels for a platform. This playlist is fully finished and available for any players to play online. I have a PlayList on YouTube showing all of my levels and design explanations for them.
Golf with your Friends
I created an Under the Sea-themed level using the Golf with your Friends Level Editor. When designing the level I looked through what assets the level editor offered and I noticed quite a few sea creatures which gave me the idea to do the Under the Sea theme. This level editor is a bit more difficult to use than the BattleBlock Theater one however it becomes much easier once you get the hang of it. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by adding different pieces to my levels such as ramps, loops, and water, I also added assets to give it a sea theme, I tested the level to make sure it’s a smooth experience when playing, it’s also able to be played by multiple players, etc. I also have a YouTube playlist showing the process as well as my thinking behind the design choices. I have a papermap and postmortem as well.
UAT Invasion
This is a project that I developed with Christelle and Anthony. This game is a multiplayer board game in which two players compete to control the most rooms and territories on the board. It is designed with the theme of UAT and some of its professors. This project goes with this objective because I used elements throughout the game to fit with the genre, style, platform, and audience by creating physical pieces that players can use, as well as a board and cards, it can also be played by two people, it fits the theme of UAT very well, etc. I have our Pre-Production Document, Playtest Notes, Playtest 2 Notes, ChangeLog Document, and PostMoretm for this project. All of this documentation should show that I followed the full game production pipeline as well as prototyping and completing original games/levels for a platform/tabletop game.