🕹️ Available for download: https://drive.google.com/file/d/1VURBdTigeGxHGMnZ0MkUEeeHkviJVwRX/view
GENRE: FP ADVENTURE PUZZLE
DEVELOPER: NHTV BREDA
ROLE: TECHNICAL LEVEL DESIGNER
"Change of Seasons" is a first person exploration/puzzle game.It revolves around changing the season by a press of a button!Click the button and see the environment change around you!
Chase down the sandwich thief named "Henry", Go on an adventure, try out crazy things and get your sandwich back!
Technical Level Designer
• Creation of the Rational Level design document and Game design document
• Designing and Prototyping layouts & puzzles.
• Blueprinting / Scripting simple AI
• Making low poly assets, building blocks, VFX and stylized shaders
• Helped with designing the player onboarding in the first level. Owner of the last level.
▶️ This project is one of many project where I am really proud of. With only 3 designers we created a small game in 2 months. No programmers and no artists, solely designers. This meant learning how to Blueprint / Script in UE4 and do a low-fi art pass. This game ended up being showcased during a national beta event @Eindhoven, The Netherlands. Where we pitched our game and let others playtest.
▶️ For the team I created a rational level design document. With the goal of making sure the on-boarding and progression of mechanics would be gradually introduced.. We were inspired by the 4 step level design, seen in Super Mario 3D World's. Trying to make each level use the same mechanics but in different ways, having the same dynamics but used in different scenarios.
Players get the opportunity to try out the new mechanics in safe spaces and apply them along the different level beats.
▶️ This project was a nice challenge to learn more about how to prototype a game idea by yourself without relying on other artists and programmers.
Often designers come up with ideas that seems sound on paper but the execution / implementation of the idea is what really counts. An idea is only as good as your ability to realize it. As a level designer this really opened my eyes. To me it meant that my level design should look and feel good in game as well than only on paper. I started to experiment more with 3D and researched more into art fundamentals like, composition and shape language.
In the end, this project strengthen my fundamentals and improved the way I think as a designer.