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Team Kale Gold Walkthrough
Team Kale Beta Walkthrough
Team Kale Alpha Walkthrough
Pitch Presentation for Level

3 weeks (team alpha/beta/gold) - This was a very hectic 3 weeks in which we had to combine 4 student level modules into 1 large level. This required planning, persistence, effective team management, time management, constant communication, playing to our group's strengths, a lot of documentation , and clearly defined roles with clearly defined responsibilities. Each week we had to meet a new milestone in development. First week was the alpha milestone. We were tasked to simply refine the blockouts, migrate our projects to one master project in Perforce, have a seemless, no load screen, transition between our level modules, do an initial props pass, and have a clearly defined intitial IPM (introduce, practice, and master) implemented in the master level. At the end of each week our peers would playtest our build and offer feedback in a review session. 

Second week was the beta milestone in which we did the initial graphics pass, did a major props pass, further refined our IPM, fixed bugs, iterated on our setups based on peer feedback, added more pick ups, performed a proper scaling pass, and finalize our list of setups. Again, at the end of the second week our team presented the alpha build of our level to our peers for review and QA.

The final week of our project, the sprint to gold, focused entirely on bug fixes, graphical polish, adding lore, sound effects, particle effects, and making final balance changes, which were heavily influenced by QA from peers. The final result is something that I am proud of because it was a team effort in which everyone found out their strengths, their weaknesses, and produced a fully playable 3d level in a high stress, low resources, and time sensitive development cycle. All the while working with a limited understanding of the Unity engine. Since the final submission of this project I have learned so much more about Unity, level design, general game design, programming, and the game development process. These and other improvements in my abilities to perform as an individual designer, and as a team, I would attribute to the drive to improve and consistently deliver that the Scraps team project required.

Total Time: 13 weeks

Scraps Prototype Level
Objective

This project was a three month long process with the ultimate goal of creating a fully playable level based on the world of Scraps. A post apocalyptic 3d puzzle game in which the lone scrapper must survive the remnants of the old world. Utilizing maneuverability, a gravity gun, and whatever they can find the scrapper must accomplish their task. While constantly under the shadow of the Bastion's, large vertical cities (Dredd style) that house the privileged.​ The first 9 week's goal was to individually have a level module in an alpha state and be a 3-5 minute long playthrough. The last 3 week's was team based. The goal was to have a gold build at the end of the 3 weeks that contained several students level modules turned into one big continuous level with 20-25 minute worth of gameplay.

Breakdown

3 weeks (spin up) - Learning about level blocking tools as well as Unity's animation and 3d graphics features.

 7 weeks (initial design and pitch)- We learned to rapidly brainstorm mechanics and setups, that were within scope; create a high quality level design document, including reference images, detailed explanations of the setups, and a map that clearly showed the flow of the level; proper and efficient use of the source control program Perforce, rapid prototyping in Unity, which included level blocking multiple possible variations of rooms, quickly implementing rough versions of the mechanics required for the setups, and quickly iterating on the original design based on early QA.

Our progress on the level ,at the end of these 7 weeks, was primarily judged by several criteria:

  1. Stayed within the limits of the Scraps creative vision documentation

  2. Showed strong level design skills.

  3. Demonstrated competency in Unity.

  4. Utilized all of the core mechanics and assets of the pre existing Scraps character.

  5. Level and mechanics did not introduce game breaking, or progress blocking, bugs.

  6. Was within the required average playthrough time range of 3 - 5 minutes.

  7. Player cannot see out of level or escape level.

  8. Unity project in a stable state on Perforce with at least 1 revision each of the previuos weeks.

  9. Level must be at an alpha state of development.