
Roboleon
My responsibilities
Communicate and collaberate with art, sound, programming, and design on features for the game.
Perform tests, analyze results, and find solutions to issues and bugs that surfaced.
Prototyping the level layout
Creating some of the visual effects for the game.
For a bit deeper look into the production, click
Type of project: DADIU Graduation Game
Platform: PC
My job: Game & level design + VFX
Tools: Unity, pen & paper
Timeframe: 8 Weeks
Gametype: 3D Story-driven exploratory physics-based.
Team Size: 18 people
Roboleon is a story-driven humorous and subtle-dystopian Platformer Puzzle Adventure game. It focuses on a playful movement system, a physics-based character design, and puzzle-solving.
In Roboleon my focus was mainly on the game design aspect, with supporting the level design and some responsibilities on a few of the visual effects that was to go into the game. A main element of the game design part was to keep a design document going and being the connecting bridge between the information that came back from QA and coming up with solutions to solve the potential issues. In addition to the QA feedback, I also performed internal testing to catch and make sure minor mistakes didn’t survive through production. In the role of game designer, together with the rest of the game & level design group, I also helped facilitate contact with the other departments on features that needed the more direct communication between the different groups, formulating features we wanted implemented and discussing with the other departments and what was feasible to produce within the timeframe.
For the level design part, I participated on an even foot during the paper prototyping phase where we planned out the layout of the ship in combination with the art director, and then becoming a more support role to the other level designers while focusing on using Shader Graph and VFXGraph to create some visual effects for the game