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Iteration during development

Role

Level Designer and Mechanic Programmer

During the development of new mechanics, I took progress snapshots as I went. From the first version, where it was purely an implementation, to the addition of visuals and levels built around specific mechanics.

Post-Mortem of the project - 
What went right:
1. Implementation of mechanics - Mechanics envisioned from the outset and throughout the project went as planned; minor hiccups were there, of course, although nothing that pushed my timelines past the expectations I had set
2. Addition of art assets - While not fully polished to the finalized project, I found time aside from working on mechanics to add art assets for the new mechanics introduced along with existing ones in the project. I found this helpful for understanding the feel and general atmosphere of the levels I created.
3. Keeping track of progress - The use of ClickUp boards and the pre-production research done made a huge impact on understanding the scope of mechanics introduced, along with the necessary implementations of these mechanics.

What went wrong:
1. Additional implementations - While this may not be something that is strictly a negative, I feel the current amount of content in this project is lacking. The current number of levels is lacking, and I feel that adding more content could make this project more substantial.
2. Lack of playtesting or peer feedback - While working through this project and the few sprints, I only had the chance to have one playtester give me feedback. Ultimately, I would want more feedback from differing groups of people to get a real gauge on where the project is at currently.

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