OFF-AIR
The aim of this project was to work with a small team over the course of some months to produce a fully playable game to be uploaded on Steam. This project was meant to emulate the rapid work environment of the industry. I took the role of Lead Level Designer and oversaw levels from conceptualization to realization.
We had planned to create roughly 10 or so levels, but as fundamental gameplay changes were made and the reality of our time frame was identified, we scoped down and decided on 6.
We collectively decided on a "Televised Game Show" as an overarching theme. From there, my responsibilities included conceptualizing the various tones of levels, communicating how they should feel to play, and providing mood boards so that my fellow designers had a general outline to work with.
I created the tutorial level and the fifth level from the ground up, while my fellow designers created initial blockmeshes in accordance with my outlines.
While my fellow designers would go on to work on other aspects of the game, it was my mission to ensure that every level was fully playable and adhered to our game's creative vision.

In addition to mood boards, I also conceptualized which levels would introduce which mechanics. Our IPM Chart (Introduce, Practice, Master) was a very useful tool to ensure mechanical cohesion between levels.
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All conceptualization was done in Confluence.
Tutorial

I was tasked with creating the first level of the game: the tutorial. It's purpose was to introduce the player to the various mechanics under the IPM chart I created.
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It was a huge honor to create the level that a majority of our players would experience first.
Level 6
I was also tasked with creating the final level: Level 6. I wanted a theme that would convey a sense of finality, since this level would house our game's final boss. I settled on "Space" as a general theme and as such the level took place in a space station.
I was very proud of this level's design. Especially the skybox that envelops the level.





