Game Designer
Kunai explorer
Background/Process
Planning
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When starting this project, the intention was to make something very small where there isn't a lot of moving pieces to the game but would still allow players with choice in approaching a goal.
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At the early planning phase, I would sometimes think about using AI but I think it would sink too much time in this project and had thoughts of making a level that dealt with mirrors which didn't make it to the final version.
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The planning phase took about 1 week because I wanted to hit the ground running.
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To help with my pre-planning, I made a flow chart (shown below) to gather my intent in what the player should go through in this game/level.

Development
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Before developing the level for the game, I focused on making the mechanics and interactables in a sandbox level where I tested things that may fail or succeed.
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After scripting all of the mechanics and features, I moved towards making the level.
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The first step was using the landscape tool to make the base line of what the level will be and set up white blocks as the platforms for what the player will climb.
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After building the side of the cliff with platforms and interactables, I went and built a layout with more primitives and interactables to create 2 different pathways to the goal which is a basement of the place.
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The next step had me iterating parts of the level that I feel weren't too strong or wasn't readable to a player.
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The level originally was a desert but I felt that it was too boring looking so I turned it into a island in a lake.
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While iterating, I added textures and unique models to the level to show what the objects are and added sounds to actions in the game.
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I used diegetic UI to tutorialize the player on how to play the game and made important menus that helps players navigate through the game.
Challenges
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Trying to keep the project very low scope and small enough to work on.
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Trying to use only materials/textures from the starter content Unreal provides and not from marketplace or make my own.
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Finding motivations to keep on working on the project.
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Releasing my first game on itch.io.
Lessons Learned
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Keeping the game small helped me find problems more easily and quickly and I could adjust levels parts without causing too much disruptions on other parts.
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The textures/materials in the game was simplistic but modifying the colors of them helped to spread the variety colors players can see.
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For motivation, I would try to spread my time on working on the project so that I don't push myself to fully stop working on the project.
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As for releasing the game on itch.io, people have mentioned, "There is a first time for everything".