My Roles: Game Designer, UX Designer, Level Designer, Sound Designer, QA Analyst
Team Size: 3
Duration: Approx. 8-months
Playable Demo: https://3friends.itch.io/uncapped?secret=HE7UXUCWdfqNMuvs6fM6VDC1iSI
Uncapped is a physics-based, sci-fi first person puzzle adventure that was developed by three students over 8 months for our final year at Sheridan College's Bachelor of Game Design program. Unity Engine was used to develop the game.
The project was focused on developing our skills with Level Design procedures like paper-prototyping, grey-boxing and teaching, testing, and challenging the player's understanding of the mechanics.
____________________________________________________
Key Points of Development
- Unity 3D was used to program, grey-box, set up gameplay triggers, manage prefabs and develop vastly complex 3D spaces that tested the player's understanding of the game mechanics
- Industry tools like Git Hub, Trello, Slack, and JIRA were used to organize events, goals, tasks, and bugs within the player experience
- Software Testing was an integral part of development. Excessively manually tested, recorded, replicated the game's bugs and hiccups through means of bug databases and testing sheets
- Our 8-month production pipeline was used to organize tasks into sections like: paper-prototyping, programming mechanics, level design, art/asset implementation, bug testing, and sound design
- Conducted playtest sessions to assess enjoyment, understanding, and challenge of specific moments, mechanics, and the overall experience
Uncapped is a sci-fi first person puzzle game which features mind-bending physics puzzles
This picture was taken during our capstone meeting with Drinkbox Studios leads.
Modular pieces were essential to creating levels that we could always iterate on with ease. From ceiling and wall tiles, to hallways and staircases, our tool kit made the level design process very intuitive.
We used this skill chain diagram to map out the mechanics in each puzzle. It was an essential guide for designing each stage with progression in mind.
Here's a brief analysis of one of our early puzzle rooms.
Paper designs were used to map out areas, moments, and the physical space of puzzle rooms. We collectively used the same legend to make sure each puzzle could be implemented and understood properly.
My Roles: Game Designer, Level Designer, Asset Artist
Team Size: 5
Duration: 1 week
Let’s Build It! was a digital game developed by a group of seven students in the BA Game Design program at Sheridan College. The game was created for Holland Bloorview Kids Rehabilitation Hospital and is currently on display and playable in their waiting room.
Design
It was designed to be accessible to a wide audience, including children with disabilities, impairments, or limited mobility. This is made possible through the ScreenPlay controller, which uses “100 contact floor sensors” arranged in a grid to detect the position of the player(s).
I led major design decisions relating to game structure and overall flow, pitched the original concept and I also created various art assets for the game using Photoshop
_____________________________________________________
Game Download: https://drive.google.com/file/d/0B2FbgDuH6zoVZ0xxUmlrUkdRWm8/view
Global News Article:
http://globalnews.ca/video/1955365/high-tech-waiting-room-helps-keep-kids-healthy
Let's Build it! was featured on Global News during their time at Holland Bloorview Hospital.
Let's Build It! is was game developed by students in five days at Sheridan College for Holland Bloorview Kids Rehabilitation Hospital.
Using Photoshop, I created various art assets for things like: resources, collectibles, and Wonders of the World.