SHU
Platforms: PS4, PSVita, Steam, Switch
Shu is a 2D action platformer. I started out as a junior-level designer and later transitioned into a design lead position during the game's development. I was primarily responsible for designing the game mechanics, systems and levels in order to execute the core vision of the game. The games level design was one of my main focuses. Planning out level structures, creating initial blockouts to assess level flow and game mechanics, fine-tuning and balancing to assess difficulty and readability iterating on each level through to completion. The interesting thing about the level design on the project was how the abilities available to the player changed with each new world which allowed for greater gameplay variety and different level design approaches. One of the main design challenges I had was reworking the design of levels so that they were suited for both speed runs and normal playthroughs as time trials were introduced late in development.
Key responsibilities:
-
Game & level design
-
White boxing
-
Balancing
-
Cataloguing mechanics
-
Integrated game tool and systems
-
Team Managment
Trailer
Screenshots
WORLD 2 - WARBLER WOODS
World 2 was one of the most interesting worlds to work on. The mechanics available allowed for more emphasis to be placed on the traversal to establish a greater sense of flow by allowing actions to more easily flow into one another. It had a good mix of slight puzzle elements, split routes and hidden areas that helped to encourage exploration. This helped to form a solid base and some core design pillars that could be applied throughout the rest of the game, helping to establish consistency across all levels.