- Trailed -
Development Time - (Solo Project) 1 year
Engine - Unreal Engine 4
Role - Lead Designer
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Trailed is a game of cat and mouse between two players, The Hunter and The Prey. When going through the game, players will use the different biome effects and the level intractables to outsmart and outmaneuver the other player.
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As the Prey, the player will be tasked with trying to avoid the Hunter for five minutes, at which point the player will be declared the winner.
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On the other hand, the Hunter will use sight, scent, and sound to track down the other player and tag them. Doing so will drop the Prey's health to zero, allowing the Hunter to claim victory.
Anigram | Anigram | Anigram |
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Anigram | Anigram | Anigram |
Take Away's
- Anigram -
Development Time - (Group Project) 11 Weeks
Engine - Unity
Role - Level Designer
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Anigram is a calming VR experience where the player is placed onto boardwalk overlooking a small lake and surrounded by rocks and trees.
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As the player looks over the lake, they will see leave floating up and down, and this is meant to help relax the players breathing. Slowly as time goes on, birds will start flying into space around the player, flying around and simply doing bird things.
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Finally, the day will shift from afternoon to evening within five minutes, leaving the player in a calm and relaxed state.
Working with a client
Working on Anigram gave a taste of what working with a client to make a project could be like, which was something I had yet to experience. This showed the back and forth communication that is needed between the two parties to craft and create an experience that is good for both sides.
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That consent communication and feedback were also great, as when the project started drifting away from the primary goal, we were able to get it back on track and heading in the right direction again sooner rather than later.
Ideas can change
The main goal of Anigram ended up changing throughout its development. I think that overall, that change was for the better and having it happened showed that when working on projects, if something is not working out as a plan, not helping the game, or causing more issues then needed, there are no issues with reworking the design to receive a better result overall.