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Development Overview
Game Name: La Rana
Role: Level Designer
Genre: Adventure/Platformer
Engine: Unreal Engine 4
Platform: Steam/PC
Development Time: 4 Months
Role: Level Designer
Genre: Adventure/Platformer
Engine: Unreal Engine 4
Platform: Steam/PC
Development Time: 4 Months
Creating the Finale space
The Finale was important because it served as the culmination of "La Rana". I did this by creating a blockout for the intended gameplay and made adjustments based on the needs of team members.
Toward the end of development, artists began to run into multiple issues. One of them involved the finale I was working on. The lead artist and I discussed on scaling down the space. Mainly because there wouldn't have been enough time to layer on aesthetics.
It took me overtime to scale things down while keeping the intended game but eventually I finished. Because of that, the artists were able to provide a solid amount of aesthetics to the area.
The things I made within this space were (not all):
Toward the end of development, artists began to run into multiple issues. One of them involved the finale I was working on. The lead artist and I discussed on scaling down the space. Mainly because there wouldn't have been enough time to layer on aesthetics.
It took me overtime to scale things down while keeping the intended game but eventually I finished. Because of that, the artists were able to provide a solid amount of aesthetics to the area.
The things I made within this space were (not all):
- The direction lines went when the orbs were shot with water
- The creation of the space and implemented the gameplay objects (pillars, water fountains, obs, lilypad etc.)
PROTOTYPING
Prototyping was essential because it helped the team and I determine what did and didn't feel good. The pipeline for milestones went along the lines of this:
- I spoke with team members to understand our intended vision of puzzles.
- I constructed prototypes within zoo or specific milestone streaming levels.
- I iterated upon gathering feedback from play tests.
- Earlier in development, players could look down and spray the platform they were on to move it. I had players use this method quite often in my prototypes. Ultimately, this lead to objects being sprayed from the sides.
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PLAYTHROUGH
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