As the lead game designer, I was in charge of determining the overall creative direction of the game.
Game Identity - The player must navigate progressively more difficult levels using their skills to explore, problem solve, and jump.
Design Pillars -
Game Identity - The player must navigate progressively more difficult levels using their skills to explore, problem solve, and jump.
Design Pillars -
- Collection
- Avoidance
- Sense of Exploration
- Traversal Abilities
I also divided up the level responsibilities between the 5 man team. I took the tutorial and final levels of the game.
Tutorial Level
Final Level
Tutorial Level
- The tutorial level gives the player an appropriate IPM (Introduce, Practice, Master) flow.
- Add tutorial UI into the tutorial level in order to help introduce mechanics to the player for proper IPM flow.
- Add a tutorial level that explains each player movement mechanic, to know how to transverse the rest of the game.
Final Level
- The Final level should provide the biggest challenge for the player
- This level will feature all of the following features and/or hazards:
- Falling platforms
- Moving Platforms
- Wall Jump
- Spikes
- Falling Spikes
- Keys and Doors
Finally, I did a majority of the QA, Triage, and Bug Fixing for the project.
Bug Fixing/QA
Fix all noted bugs on the weekly bug report
Bug Fixing/QA
Fix all noted bugs on the weekly bug report
- Blocks not set to world units.
- Camera Bounds need adjustment
- Reference Error on “Cave-In” spikes
- Old key UI still present in the level.
- Cave-In SFX too loud and not attached to SFX volume settings
- Missing Mini-Map
- Blind jumps/hazards
- Upon pressing Play New, the lives, score, keys are not resetting in this level.
- Cannot find the end or victory of the level/game in this level.