Conjury Revell
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Engine:
Time Span:
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Responsibilities
Responsible: Level Design
Consulted: Technical Design Choices
Commentary Video: Time Bubble Prototype
High Concept
Our capstone project blended gothic steampunk architecture with magic spellcasting gameplay in a flurry of stylistic choices. I primarily built levels and bridged communication between level designers and software developers. I also facilitated whiteboard design discussions at the beginning of the dev cycle.
I spent most of my development weeks on level 3: Airships. The airships level saw the most technical challenges with scripted events and every object being moveable. When an issue was discovered in post-production I personally patched the game to resolve it.
Lastly, I wrote a few blueprints toward the beginning and end of the project cycle. My time dilation bubble prototype showed promise yet I advocated cutting it early on because of the development burden it produced.
Development Timeline
Weeks 1-2
Weeks 3-4
Weeks 5-6
Weeks 7-8
Weeks 9-10
Weeks 11-14
Week 15
Proof of Concept: Technology
Proof of Concept: Gameplay
Vertical Slice
First Playable
Alpha Milestone
Beta Milestone
Release to Manufacture
Facilitated whiteboard discussions. Drew paper maps.
Prototyped a game mechanic: time bubble.
Created a gameplay demo space for gravity magic.
Digital maps. Refinements to PoCT level plans.
Previous work used as the basis for a demo tutorial level.
Brought the tutorial level together with 2 other LD's.
Built a cathedral-factory arena for level 1.
Gathered gothic architectural references.
Moved to level 3: Airships.
Helped make technical decisions.
Refined, polished & debugged level 3 Airships.
Implemented airship destruction sequences.
Last refinements to level 3: Airships.
Patched the game on bagel day.