TEAM INTRODUCTION
On Tuesday November 19th, I reached out to RubyShark’s Technical Game Designer, Michael Bosch about joining his project for the Pizza Game Jam 13. Ever since then, I got into the team and immediately got to work on making a really awesome and fun level for the Game Jam players & competitors. With only a week to work on the level, it was the team’s goal to make the quality the best, and doing so gave us an accomplishment on an amazing new title.
PROJECT DETAILS
- Pizza Game Jam 13
- Total Team of 8 People
- Level Designer
- Unity 3D
You and your ghastly parapsychology assistant are sent in to deal with a routine paranormal expulsion. Only this time, it seems you’ve wandered into much more than your typical xenonormal incorporeal encounter..
Key Features
- Repair the windows & their barricades to prevent the Paranormal from taking your life.
- Travel through terrifying & spooky spaces and use your Expulsion Points to buy and remove barricades within the level.
- Face the ugliest and most terrifying Ghosts & Gheists around you. Send them back using the best thing you got, BUCKSHOT!
RESPONSIBILITES
- In charge of doing the high quality blockout for the entire main level of the game.
- Scripting in C# and designing in-game events, and all of the audio events within Full Metal Medium.
- C# Scripting, Navigation Optimization, Audio Design, Lighting, Post Processing, & Fog Atmosphere Blending.
- I had to code & script an event where the main entrance doors slam and lock behind the player, causing a loud sound event as well as starting the game.
- 2D Top-down prototype & planning for my blockouts.
- Level Design Pureref Art Reference board
- Reviewing & updating any bugs that were happening within the level.
- Quality Assurance & Testing
ACHIEVEMENTS
- This is my second official Game Jam that I’ve entered with a team of amazing developers!
- I got to go back to Unity and do some awesome scripting and create some code that worked really well with the audio events that happened in the game.
Pureref Art References For The Environment
Ever since I took the CGMA Course for Level Design, I’ve been a big fan of using Pureref in gathering references of building architecture, art references, and more. For this project, I gathered a ton of references and ideas that the team was talking about. There were a lot of Anime Horror references like Jujutsu Kaisen, Dandandan, and much more. I mixed in a little bit of real-life Japanese Haunted Asylums as well to get a solid idea for the direction of the environment.
2D Prototype
With having little under a week, I went through a ton of variations of designing a Top-down 2D Prototype of the Asylum and what spaces there were going to be. Due to the time complications & the quality that we wanted to go for, we decided as a team to focus mainly on the Main Lobby & The Hallway Lecture Room section.
Blockout Production
Using Probuilder within the Unity Editor, I created the blocky, Half-Life like shapes throughout the entire level. I was also in charge of optimizing and scaling the UV’s with the UV Editor. There was a ton of detail and modeling knowledge that I had to use into creating doorways, the ceiling, and even some of the props that are in the level.
C# Scripting & Coding
After I was done with the Blockout Production, I helped the team design awesome events that happened in the level with C# Code in Unity. I was responsible for the Audio Ambience, Audio Events, and finally the Main Entrance Doors slamming shut. I optimized my code and worked with the programming team to make sure the code wasn’t performant heavy, what references to the player, which included the player’s tag and the PlayerStatManager which focused on the players Health, Movement Speed, and Slide Speed.