
Team: 1 | Role: Designer/Programmer | Timeline: 6 Weeks | Tools: Unity, Miro, FPS Engine, Adobe Illustrator, Microsoft Word
DESIGN PILLARS
Replayability
Level was intentionally designed with replayability in mind. I included several level skips that the player will typically only realise after playing the dominant path first.
Unique Style
Designed with a striking visual and audio style to stand apart from other shooters.
Platforming x Shooting
Extreme care had to be taken to ensure that platforming puzzles were clear and didnt ruin pacing. Lots of playtesting was done on this design principle to ensure it was smooth.
Direct Pathing
Pathing for level was to be extremely straightforward upon first look, but still allow room for player agency. All puzzles were designed to be easily solvable, but faster more interesting options are available upon replay or if you're a quick thinker.
GAMEPLAY
PROGRAMMING/TECH DESIGN
CHECKPOINTS
Initially I began developing the checkpoint system to use the transform.position property of the player to teleport him when respawning. I quickly realized that wouldn't work and opted to manually activate a new instance of the player at the checkpoints.
I knew I wanted the spawn point script to be accessible from the inspector, that way I could easily add spawn logic as shown here. The script allows me to manually deactivate certain objects or call public scripts using the SendMessage() function.


LEVEL DESIGN

A screenshot from the level-design document outlining the "golden path" through the level
SHADER/MATERIAL DESIGN
MUSIC INTEGRATION
HEADS UP! THIS PAGE IS WIP
Details and process work still to come:
- Level Design
- Greyboxing (before/after)
- LDD
- Playtesting
- Visual Design
- Title screen
- vision
- materials
- Toon shading








