Me and my teammate created a board and card game prototype for our final assessment for our module. We were required to create a game to raise awareness of municipal issues in HDBs.
For my first project for level design, I was tasked to work with a group of 4 to create a platformer level using a template. Each member created their own level, and I was in charge of creating level 4.
The level begins with a section where a rock falls and causes damage to the player upon collision. The player must avoid the rocks by jumping side to side from the walls and kill/avoid any enemies that are there.
After reaching the top, the player dashes across to reach the next platform and continues to jump down, avoiding/killing enemies in the way.
The player then wall jumps up and slides down to the next platform and comes to two platforms. Going right will give the player the key they need to unlock the door and reach the end, facing a large enemy. Going up will let them continue along the intended path.
After wall jumping up, the player comes across another area where the player must dash across to another platform and wall jump up. They will then continue walking until they reach an area where they need to slide down and jump to the next platform.
They will then continue jumping across the platforms and reach the door, the end of the level. If they had managed to get the key, they would be able to complete the level, otherwise, they would need to go back and find it.
This was my second major project for the module where I worked with a team of 4 to create a horror game. We each created our levels following the story of a girl idol being stalked. I was in charge of creating level 1 for this project.
We were given a template to use to help with setting up the level, but majority of the coding was done by the two coders in our team.
The cutscenes were done by my teammate, I was only in charge of the design for my level.
House
The player first begins the level by sitting on their couch. A cutscene plays out where the player learns that they are being stalked and that they are planning to go to the police to report it. The player is given some time to gather some items when they are suddenly interrupted by loud banging's on the front door. A timer shows up, and the player only has a minute to collect whatever they can and make their exit by jumping off the balcony.
The player does not need to collect all items as some act as a bonus power up. Such items would be the battery, red bull and room key. The battery becomes useful throughout the game as it adds an additional slot for the number of times the camera can be used. The red bull increases the speed at which the player runs (making it useful for when they are chased later in the level) and the room key is only useful for this level as it buys the player more time to explore the room.
As the player runs out of the balcony, a cutscene will play, teaching the player how to use the camera as well as introduce the purpose of it. The player will need to take pictures of the stalker as evidence to be used later in the final level. The camera flash can also be used to stun the stalker or act as a light source.
Forest
The player has now run into the forest to escape the stalker. This level’s purpose is to create an eerie atmosphere along with providing the player with a break (a calm moment after an intense one.) The player needs to navigate through the forest to reach the park. Some trees have markings on them that show the player that they are going on the right path. However, some markings are fake, and the player must look at each carefully.
The player will be informed of the two markings at the start of the level by reading a sign that is placed in a position that they cannot ignore.
For this project, I was required to create game design documentation for a detailed management stimulation set in modern day. I decided to create a bubble tea cat cafe for this concept.