Scraps: Teamwork and Gameplay and Level design.
Scraps was a month-long endeavor in which we worked as a team to plan an engaging level featuring mechanics and level design. Scraps was a first-person shooter that featured puzzle elements, level design philosophies, and gameplay design principles to ensure that the player remained engaged throughout the level.
What was my role:
For Scraps, I had the opportunity to spearhead level design and work with my team to create a believable location that fit the theme of the project. Our design principle for this project was to make a post-apocalyptic first-person puzzle game that showcased clear level design philosophies such as breadcrumbs, leading lines, and affordances. Throughout development, our team encountered some issues with code and version control, but we were able to power through and fix most of the issues.
At a glance:
Puzzle design
Floor planning
Asset acquisition
Debugging
From start to finish, I enjoyed every step of the journey and have come out of it with some experience under my belt. Truly, working in a team is really fun. I’ve met new people and learned a few new things along the way.
To segue into my next point, I am going to talk about our levels impressive feat, which is the main floor. It was really fun modeling and switching assets throughout the entire level. I think it is an impressive feat because it really does look like an abandoned mall, with tattered walls and graffiti throughout the area. My personal favorite addition was the yellow tarp, which signals to the player that this is the way to go.