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A multiplayer game where teams battle to invade each other's bases.
PC
Summer 2022
Working as the level designer on Black White Red, my job was to design a level that fit the existing game loop. After playing with the game's systems on different types of maps, I determined that a more narrow map provided the best player experience.
For the initial design, I created a 2D layout to match the game's ancient Roman fantasy aesthetic. Two strongholds would provide cover for archers, floating platforms riddled with explosives created precarious combat zones, and the narrow design would ensure that players would not be able to easily avoid combat.
After running the 2D layout by the team, I used ProBuilder to create a greybox in Unity. I made sure the level was more or less symmetrical to ensure both teams would be challenged equally.
QA testing proved that the design goals I had set forth were mostly met by this greybox. After a few slight modifications, it was given to our environment artist for finalization.
As the team's sole designer, I was also asked to make a game design document and keep it updated as necessary. This document also contains a bit of the work I did to create the game's UI. The document can be viewed here:
Team members:
Daniel Waleik: Level Designer
Nicholas Perell: Product Owner & Systems Programmer
Robert Christensen: UI & Networking Programmer
Alex Choate: 3D Prop, Environment, & Animation Artist
Crystal Wong: Concept, Character, & VFX Artist
Austin Burkett: Sound Designer
Alyssa Fabian: Sound Designer
Thomas Charlton: Producer & Scrum Master
QA Team: Aaron Pastor, Liam Parrish, Tesla Sinclair, Cat Davey, & Joe Tecce
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