- 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.
GreyscaleMain menyu | GreyscaleLevel 1 - Forest | GreyscaleLevel 1 - Forest |
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GreyscaleLevel 1 - Forest | GreyscaleLevel 2 - Beach | GreyscaleLevel 3 - Canyon |
GreyscaleLevel 4 - Mountain | GreyscaleLevel 5 - Aquarium |
- Trailed -
Development Time - (Group Project) 1 year
Engine - Unreal Engine 4
Role - Level Designer | Game Designer | QA Tester
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Greyscale is a colour based puzzle game where the player takes the form of a sponge and has to travel through seven different levels, solving puzzles, avoiding enemies, and unlocking new parts of the world.
On this project, I worked with a small group of five rotating members and two artists who join in the last few months of the project.
For this project, I served as the project level designer, making, testing and updating the seven levels to create a unique experience for players.
Take Away's
Level Design
Working on Greyscales level's proved to be a treasure trove of experience for quite a few different reasons. The main thing that I took away from working on these levels was how different it is to make levels solo, compared to making them with a team.
Greyscale was the first project that I have worked on that had multiple people working on the levels (creating puzzles, adding art, or making adjustments). It showed how efficient a streamlined development could be when setting up correctly. However, it also showed the opposite of that, and how things could go wrong, and how to deal with the situation if they do.​Greyscale also taught how having a level plan on how the level should be built is essential, and taking the time to set that up at the start of a project can prevent rework in the future.
​Finally, Greyscale also showed what it's like to create and design puzzles in a way that someone else would be able to look at them and be able to build them. It was something that, when working solo, I never had to consider, so it was an exciting experience to try and map and plan in a way that if anyone were to look at it, they would know what needed to be done.
Working in Teams
Greyscale showed the importance of working and communicating when on a team, and throughout the time working on the project. Having communication between other members through face to face or through discord allowed for fast and easy problem solving and design workarounds.