- Designing
/ Scripting 5 levels from concept to final stage.
Starting in 3DS Max, the rough layout and platforming
gameplay were first approved before traps (and their
synching together) were added in for increased difficulty.
Light seeds were only placed at the end of production.
- Designing / Scripting
3 levels for the game's DLC. Due to a very short production
time as the DLC was only started after the main game
was finished, I came up with a production method to
design the template gameplay bricks from which we
constructed the DLC in under 6 weeks. Two dozen bricks
were made that encompassed our entire supported moves
and angles for platforming, then given to our artists
so they would provide multiple versions.
- Wanting to explore
game design further, I also designed and implemented
additional gameplay features such as the compass system
that guides players in game, and two of the powers
Elika uses in the game. The first one in the main
game was the flying power that presented the players
with new ways to look at the scenery while dodging
obstacles along their way. The second power was the
DLC's, that offered very intense and timed to perfection
acrobatic sequences for the player.