Responsibilities
Grey boxed and refined challenge rooms to test game mechanics mastery for a rewarding player experience.
Populated spaces with enemies and items that kept traversal engaging and each encounter unique.
Wrote and maintained design documentation, reinforcing game design practices and gameplay features.
Worked closely with engineering, refining gameplay mechanics integral to puzzles solutions.
Pitched level concepts and translated external feedback into iterative improvements.
Taught artists how to use tools and fixed bugs to unblock them.
Company: Wayforward Tech
Role: Level Designer
Team Size: 17
Genre: Platformer
Platform: Nintendo Switch, PlayStation 4, Xbox One, PC, Apple Arcade
Engine: Wayforward Engine
May 2019 - July 2019
Heart Squid Challenge Caves
I designed every Cave challenge room.
Most caves require a specific unlocked form in order to complete, but are scattered early on in the game to peak player interests and encourage backtracking.
Additionally, I placed a lot of the heart squids in most of the biomes except for the end game biomes. (Such as the Sea Vent Lab or the Boiler)
Biomes
Below are images that showcase some of my work in the biomes from enemy placements to item rewards. As well as strategic placement of sand pockets as a gimmick to fight the boss in the sand biome (last image).
Click to enlarge images