top of page

Made in Unity

yeetyeetyeet.PNG

February 2019 - June 2019: QA Tester/Level Design

​

A 2D side scrolling platforming game with an ability and companion based system . The player collects the companion and switches to it when needed in order to complete different setups to progress. The more enemies the player kills, the more ability points they get. They spend these points to gain skills such as wall jumping and burst attacking in an effort to make it to boss level and defeat him to beat the game!

​

Gameplay:

What went well:

A couple things went very well with this project. For this project we had a team of 6. At first I thought to myself that it would be hard to find specific roles for everybody. It turned out that our team fell into our roles pretty quickly. Whether is was UI or Systems Design, AI or Boss Design or Level Design, we each found what we really wanted to do. This got us rolling pretty quickly and resulted in a pretty seamless project for the most part.

​

What went wrong:

A couple of thing did go wrong though. The first month of the project was pretty seamless. However when the second month hit, we realized that a lot more bugs arose than we expected. Combining this with the fact that the level design wasn't really designed around the mechanics made for a huge redesign of a lot of the game. The second and third months could've gone a lot smoother if more bugs were communicated and if the level design was built more around the mechanics and not just to fill space. This lead to a very crunchy month 2 and part of month 3.

What I worked on/learned:

I worked on early level design and eventually transitioning to QA testing. Since our game was based on metrics, I learned how to do unit based designed with Unity's Probuilder and also snapping different objects together. I transitioned to the main QA Tester later on and documented bugs I found periodically as well as specific playtest requests for different mechanics.

 

A couple of things I learned during this project were incredibly crucial to my development as an aspiring Game Designer. One was communication. I already knew communication was incredibly important. But it is even more important when on a larger team. No matter how small a change is, always communicate it. The second thing I learned revolved around Level Design and Play testing. Design the levels are the mechanics being showcased. Not doing this will cause problems. If one just designs a level to look cool, then bugs and progression blockers will most likely arise. When playtesting, always playtest in the mind of the player. Just because you can beat a certain part doesn't mean a new player can. This came in handy in future iterations of level design.

bottom of page