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Thing and Fist

This project was my Senior Year Capstone project at Champlain College. At its core it is a CO-OP beat-em up set in a magical prohibition, with a drab setting being contrasted by the magical characters. While The final gameplay loop was not up to quality, I believe the knowledge and workflow on the level design side has been one of the most beneficial to date.

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My Role and Experience

Dev Reel

I was Thing and Fist's sole-level designer during the first semester of my senior year, along with a Level Designer and encounter designer in the second semester. 

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The broad experience I gained was: Working with minimal available assets, coordinating with other teammates to build a larger-scale cohesive experience (Working with multiple artists and programmers. I gained experience in critique, design, as well as onboarding, as I was the one who had to share the design guidelines with the new-level designer who was brought on to make sure the styles of the map were cohesive.

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When planning out the level, I had to pay a lot of attention to the flow of the level within the guidelines given to me by our Creative Director. I was to make a city split into multiple parts: Including a "downtown", a "business district", and a park. Throughout I was also instructed to make alleys and more "twisty-turny" areas to make the players feel like they are bobbing and weaving about the city.

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While working on primarily Level-1, but also slight amounts on Level-2 I got extremely proficient in rapid iteration, applying test data to key areas, and creating environments that complimented level flow but also complimented the narrative of the game. 

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As the game's QA Liasion to Champlain's "Game Testing Lab" I was constantly going through data through test forms to analyze and share with my team in order to rapidly iterate in our single-week sprints.

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I would say for a first large scale project, while not up to the standards I wished going into the year, I came out with extensive knowledge that I know my peers going into junior roles may not have, and for that reason, I would call this project a success as a level designer

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