DIAGRAMS AND LAYOUTS
A COLLECTION OF DIAGRAMMATIC DESIGNS AND LAYOUTS
TYPE: Personal/Educational Projects
Created the game design / encounter diagrams
Designed and illustrated the layouts
Composed reference moodboards and outlines
SOFTWARE USED: Photoshop, Illustrator
INSPIRATION: Assassin's Creed: Origins
TYPE: Level Outpost
LEVEL DIFFICULTY: Medium
LEVEL OBJECTIVES: Kill 1 Captain and 2 Lieutenants, Loot 2 Treasure Chests
NUMBER OF ENEMIES: 24
MECHANICS AND FEATURES USED:
This outpost has been designed with two main ideas in mind. The first idea had to do with the flow of the players in the level. It was important for players to have the opportunity to perform multiple consecutive stealth assassinations, utilizing some of the above mentioned mechanics in a single "run". Ideally and if players choose to do so, they are able to complete outpost's objectives undetected by consecutively assassinating some or all the enemies, utilizing game's mechanics and environment.
Hiding in low vegetation: Players can hide in any type of low vegetation, rendering themselves invisible to nearby guards.
Death from Above: When players are at a higher elevation from an enemy and right above them, they can instantly assassinate them with the press from a button.
Zip Lines: Players can use specific zip lines to traverse the environment faster.
As in any typical Assassin's Creed outpost, players are free to choose the way they want to infiltrate. From a design perspective, my initial approach was to classify the ways players can traverse outpost's environment, based on their elevation. In this way, I created three "layers" of movement and activities. The first layer is that of the ground, and features two large areas and one smaller. The second one includes an above-ground connection via two small bridges that provides players the opportunity to explore the two cavities situatedon the north and south sides of the quarry. Finally, the third layer represents the higher elevation of the map. From there players can start descending towards their targets. This layer also features a bridge that connects the southern and northern part of the quarry.
THE WATER VOLCANO
TYPE: Group Project
ROLE: Game Designer
INSPIRATION: The Thing (Movie), The Fall, Nine Witches: Family Disruption
GENRE: 2D Horror Platformer
LEVEL OBJECTIVES: Escape the Lab Facility and Kill the Final Boss.
Heavily inspired by John Carpenter's The Thing movie, this game is a 2D Pixel Art Horror Platformer. Players' objective is to escape the facility and kill the Final Boss to complete the game. This is a depiction of my contribution in the game, focusing on creating a unifying framework, incorporating many elements of the game design. This framework is communicated to fellow team members through a series of level/game design diagrams.