Game Designer
Jiyuu (自由)
Background/Process
Research & Planning
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For the first half of the project I had the chance to consult with Christopher Orth (Infamous 2, Indiana Jones and the Staff of Kings) on level design and also planning on what I'm making for the game.
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Orth and I discussed some of the key things that level designers would do in their levels to guide players from point to point and what I should be looking into while designing my levels.
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The plan was to do something similar to what I made in Rail Runners (one of my past team projects) but with a Mirror's Edge style gameplay where players are feeling the tension of making the jump between sides of different buildings.
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I was also interested in a music video from Seeb with their music track called, "Free to Go" so I used that video as an inspiration to the story and art.
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The pictures below are some of the planning on paper for the levels of the game and the last picture is my idea of what the game was about in a bigger picture.



First Half of the Work
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I was working on the levels without having any layout on paper because I wanted to start iterating to see what worked and what didn't.
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I tried to use basic shapes, color, and models to represent the key things that the player would experience in the game.
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I tried not to focus too heavily on mechanics due to how long they can take which helped me focus only on the level design.
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When working on the factory, I was struggling on the maze portion because I was making something too big and confusing.
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I also started making an alternative path to separate levels to make some unique experiences for the player if they ever decide to go to the other door.
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The video below is the result of the version of the game that I had by the end of the first half of working on the game.
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The key feedback I got from Orth was that I needed to focus on the tiny details in my levels but I was really good at creating the broader strokes of the levels.
Second Half of the Work
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My plan was to continue working on this game in my final design class which was a class about polishing some of our old projects.
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I felt that the game was missing a lot of player actions so I started adding some mechanics in the game that could help enhance the role of being a robot.
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I aimed to make a grapple hook to resemble the robot's arm and then added rotating objects because one of the areas in the level used a flashlight to navigate through it.
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I also started adding more to each level and by the halfway point of this second half of my work, I finished laying out all of the baseline level design I needed to do for the rest of the semester.
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Around the time of finishing the baseline, the remote work kicked in from the pandemic.
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I lost access to Maya for the art stuff I needed to do for the game and my laptop barely managed to build lighting.
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During the remote class, we got written feedback for our games from other students so I had to figure out what issues the others had based on only reading.
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The project at its final version, in my eyes, is incomplete but it is what I had at the end of the year.
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The final version of the game is all the way at the top of this page.
Challenges
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The project was worked on in a remote setting where I wasn't able to use the school's computer to quicken my process in building and work on art stuff.
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With remote work, I became a lot slower with making final touches for the game.
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The slow productivity also hindered the process of adding necessary things like sound effects to each actions or making small changes to make the level better.
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The feedback from other classmates was nice but I had no idea what they went through specifically and I have no idea what expression they had on certain parts of the game.
Lessons Learned
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With no computer from the school to help me get through the work, I had to settle with only working on the highly important parts of the game rather than the other things to make it better.
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Productivity is slowed and it was expected when I lose most of time to building lighting for the project.
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In these times with the pandemic, feedback may not be as great but we got to make do with what it is.
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I can design levels in great broad strokes but I need to take the time to do better in the details of the game.
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I could also adapt to newly added mechanics in the game where the level was able to facilitate the new stuff.
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Learned a lot about some of the level design stuff that I hadn't thought about before when working on past projects.