Team Project:
Odyssey
Role: Level Designer -- I worked on parts of every Level
Engine: UDK
Production Time: 16 weeks
Playtime: 20-50 minutes
Team Size: 15
Engine: UDK
Production Time: 16 weeks
Playtime: 20-50 minutes
Team Size: 15
Overview
In Odyssey, you control the destiny of Jade, a young girl who journeys through elemental themed worlds filled with massive Guardian bosses.
My Designer Goals:
1. Make unique Boss Fights.
2. Learn more about platforming gameplay.
3. Collaborate with artists in the making of modular assets.
My Designer Goals:
1. Make unique Boss Fights.
2. Learn more about platforming gameplay.
3. Collaborate with artists in the making of modular assets.
Skills Demonstrated
|
|
Design Notes
Boss Fights
earthguardian from Morgan Davis on Vimeo.
For Vertical Slice (the first 8 weeks of our project), we had the Earth Level with the Earth Guardian. Initially, he threw rocks at Jade and did a tail swipe if she got close to him. However, this did not look good, and wasn't fun.
Changes:
1. Instead of throwing rocks -- The Earth Guardian now pushes rock spikes up through the ground. And this attack evolves as the fight progresses.
2. I added an Earthquake event and shell for the Guardian. When he takes a specific amount of damage, he goes into a "stagger" mode and starts an Earthquake by pounding his fists to the ground (this pushes Jade back if she is close). Also, he surrounds himself with a shell of "Lava Spikes" that Jade must break with her "Lava Mine" ability.
Changes:
1. Instead of throwing rocks -- The Earth Guardian now pushes rock spikes up through the ground. And this attack evolves as the fight progresses.
2. I added an Earthquake event and shell for the Guardian. When he takes a specific amount of damage, he goes into a "stagger" mode and starts an Earthquake by pounding his fists to the ground (this pushes Jade back if she is close). Also, he surrounds himself with a shell of "Lava Spikes" that Jade must break with her "Lava Mine" ability.
Platforming Examples
The Windmills
windmills from Morgan Davis on Vimeo.
In the Wind Level (the 1st Level), Jade learns how to glide and must jump up and around a ton of different cliff sides, canals, and waterfalls. The biggest section I contributed to was the Windmill section. To navigate this space, Jade shoots her "Air Blast" ability at the Windmills (or fans really) to make them move.
I had to make sure players couldn't advance through this area without Air Blast and I wanted to give them options, as well as make sure it was challenging.
The Rafts
rafts from Morgan Davis on Vimeo.
The Rafts are a Mini-game I added to the Capstone project after it was completed by using a Raft asset from a TGP II game called Raven Tide (thanks Melita Anderson).
At the end of the game, Jade's journal says something about "throwing a raft away." In other words, she must now grow up. In order to add a ton of replay value to the game, I put 1 Raft in each level. Each raft the player can find and be within 15 feet of. However, they are not easy to find, and 99% of the time players won't see them the first run through. This mini-game added more hours of replay value and several of my friends and colleagues enjoyed the extra objective.
At the end of the game, Jade's journal says something about "throwing a raft away." In other words, she must now grow up. In order to add a ton of replay value to the game, I put 1 Raft in each level. Each raft the player can find and be within 15 feet of. However, they are not easy to find, and 99% of the time players won't see them the first run through. This mini-game added more hours of replay value and several of my friends and colleagues enjoyed the extra objective.