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Scraps Documentation

An apocalyptic, non-violent, sci-fi platformer is how I can best describe the game Scraps. Through my level design experience at Full Sail University, I was taken through the whole process of start to finish of releasing a game to the public. My experience came through taking a series of prerequisite courses. Throughout the duration of the courses I learned how to work with preexisting core actions to create new level mechanics (example: holding a key car in front of a scanner to open a door), model and animate assets to fit into the creative vision of a preexisting game/project, block out a concept for a possible level, using all that was learned to deliver a playable level to express the ideas that I came up with, work with a team to convince a game studio to hire us(my team one for that competition) and working on a team project form alpha to gold release.

Development Info

Responsibilities 

  • Role: Level Designer
     

  • Engine: Unity-based
     

  • Genre: Platformer, Sci-Fi, Non-violent
     

  • Team Size: 4

  • Created a level within the game "Scraps" as part of a collaborative project at Full Sail University.
     

  • Designed a post-apocalyptic, scavenger-like environment set in a downtown city area.
     

  • Implemented game-play mechanics centered around searching crash sites for valuable items amidst hazardous conditions.

Map Design

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Conceptualization and Pre Production

  • Established the core concept of the game: apocalyptic, non-violent, sci-fi plat-former.
     

  • Collaborated with the team to refine level concepts and ensure alignment with the game's theme.
     

  • Utilized prototyping tools to block out level layouts and test game-play mechanics.

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Game Mechanics

Scavenging System

  • Players navigate through the post-apocalyptic city area, searching various crash sites for valuable items. - Interaction with objects triggers scavenging mechanics, where players must carefully explore to find the desired items while avoiding hazards.

Hazard Avoidance

  • Players must navigate through hazardous environments, including acidic post-apocalyptic sludge, which can harm the character upon contact. - Strategic movement and observation are essential to avoid dangers and progress safely through the level.

Non-violent Interactions

  • Emphasizing the non-violent nature of the game, players engage in interactions focused on scavenging and exploration rather than combat. - Encounters with environmental challenges prompt problem-solving and resource management instead of combat engagements.

Custom Mechanics

  • Unique game-play elements, such as using solvent to dissolve hazardous areas,using gravity device to collect batteries and unlock storage containers add depth and variety to the scavenging experience. - These custom mechanics enhance player engagement and provide opportunities for creative problem-solving within the game world.

Project Alpha To Gold

Transitioned from the alpha phase to gold release, focusing on polishing and optimizing the level.

Conducted thorough testing to identify and resolve bugs.

Finalized assets, animations, and level designs to meet team standards.


 

What Went Right:

  • Team cohesion and continuity from previous projects contributed to a smooth workflow.
     

  • Experienced growth as a team, overcoming initial challenges to perform at a high level.
     

  • Structured meetings facilitated effective communication and progress.

What Went Wrong:

  • Scope creep led to a sense of of a void due to overambitious feature additions.
     

  • External factors, such as the COVID-19 pandemic, impacted team dynamics and availability.
     

  • Insufficient focus on polishing textures and overall quality of combined team levels.

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