FULL METAL MEDIUM
PROJECT 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.
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 & Fixing any bugs that were happening within the level
- Quality Assurance & Testing
PROJECT DETAILS
- Unity Editor
- Team of 8 Devs
- Role: Level Designer
- Unity 3D
Pureref Art Reference Board:
- 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, Dan Da Dan, 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.
The Asylum 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.
- With Scope determined and in mind, we did only have little under a week to complete a game that had a lot of systems that needed to be done from the programming team, so we focused a lot more on the side Classrooms and the Main Lobby.


Blocking Out With Probuilder In Unity:
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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.