About

As an acclaimed outworld explorer you’ve recently detected a faint distant signal of an abandoned world. Explore, avoid death and decipher the ancient hieroglyphs and texts of what was left behind of an old civilization.

Primary Role: 
Level designer

Secondary Role:  
Producer 

Engine:
Unreal Engine 4

Team Size:
12

Duration:
16 weeks

Platform:
PC

Software’s used:

  • UE 5
  • Jira
  • Perforce 
  • Miro

Main Responsibilities As a level designer:

As a producer:

1. Research (level design)

During concepting phase I researched Pyramid layouts, potential LD ingredients and designed various map ideas and layouts.
1. For the map’s layout I used Miro. I started by creating my own legend which I used as a “construction kit” for designing and sketching all the challenges and map layout.
2. Sketch ideas during concepting phase for different platforms vs end version in game

2. Production phase

During production I build the initial blockout level which included background and foreground blockout elements which were essential for the visual artists and narrative of the game. The level was then iterated based on feedback from multiple sources in order to improve the player experience.
The design site and all the scene breakdowns (currently in a video format due to access issues from the university). Scene breakdowns contain detailed breakdown of how the scene’s design molds the player experience. 

3. System design and Producer work

1. For the dash core feature of our game I did this research and communicated the design intentions with various flow charts for both technical and player experience flows.

Research document: Research_Dash.pptx

2. Led the team as a producer and introduced them to Trello and SCRUM by making and presenting this scrum introduction to them (it also has over 100 views across the school’s SharePoint).
Presentation:  Production_Introduction.pptx 
3. Wrote detailed bug list reports with footage.
– ran smoke tests before each build

Personal Post-Mortem

The initial blockout came in way too late and my definitive conclusion at the end was that I need to work on my blockout capabilities and speed. Now days I am much faster and more experienced but back then I can now see how a much earlier iterations process would have benefited the final product.
Overall, I’m very happy with this project and how it turned out. The game we made in such little time for a first-year project is still one of my favorite times as a game designer and team lead.

Peer Reviews

Feels very much like a leader, always takes the team by hand and makes sure things are moving along smoothly. Also, always willing to help out with stuff. You have taken the initiative in setting up the Trello board and our Scrum workflow. Especially your presentation on production was especially helpful.

I think that you did a great job by organizing tasks and goals for everyone to understand by reviewing everyone's work and always checking with others to take decisions regarding the planning for the project.

Social and actively contributes to the project design wise and management. During the making of the Trello board and making the tasks, keeps a close eye on how much time we think the tasks are going to take. And who is going to work on it.

You have taken the lead in setting up the Trello board and our Scrum workflow. Especially your presentation on production was especially helpful. You are also a great designer, and you are very proactive during meetings and when brainstorming.