top of page


Description
Players parkour and deliver pizzas in a suspicious biochemical laboratory within limited time. Collect powerups and eat slices while you deliver to traverse the map faster.




Contribution
-
Coordinated and spearheaded the Level and Environment team to ensure the parallel pipelines
Design >> grey box >> playtest>>implementation
Concept >> Model >> texture >> implementtation
-
Design core gameplay interaction and planned corresponding level flow.
-
Built playable grey box levels with Probuilder Unity, iterated according to play test.
-
Managed creation of environmental assets and process of implementation.

Contribution

Design Process
Gameplay

Get pizza from Vending Mahcine
>>
Eat slices to travel faster
>>
Deliver remaining slice to scientists

Mushroom: Rush forward
Pepperoni:
High Jump

Early Stages
Credits to the team: Me, Bill, Grams, Emkay
Level Drafts to envision levels before grey box



(Emkay)


(Grams)

Greybox Stage 1
Practice arenas to explore direction
1. Walled and clustered with rooms and hallways

2. Open air level, blocky floor/walls of different elevation.


Greybox Stage 2 - Single level
3 interconnected Labs each with a unique mechanic.
The LABS
LAB 1: Gooey Lab
-
Goo that slows player movement
-
Basement secret lab

LAB 2: Frost Lab
-
Catwalks
-
Frozen region that freezes pizza

LAB 3: Spiral lab (Bill)
-
4th floor elevation
-
jump pads



iteration 1:
-
Too clustered,
no relief time after tension.
-
We want SENSE OF SPEED

iteration 2:
-
Single map, a loop with all labs, lack of player choice
-
Onboarding is a challenge with 1 level.


iteration 3:
-
Linear tutorial hallway from the central hub.
-
More alternative routes between labs.

Greybox Stage 3 - Multiple Levels
We pivoted to mutiple levels to curate a smoother player learning curve. Each distinct mechanic is its own level.
Frost Level
Simple Level
Tutorial Level
Spiral Level
Bonus Level
Gooey Level
only 1 pizza and timer to learn base loop
to master 2nd pizza and powerups
to introduce microwaves and reheating
to utilize jump pads
to avoid environmental hazards
ALL together
Gooey Level Greybox
Expanded map size
More open space
>>>>>
Player move more freely
Sense of rushing through with speed


Resources & Target Distribution
Central Region = Resource
Outerbound = Target
Easier to replenish pizza
Encourage player to zoom straight across the map

Vending Machine
Battery
Scientist
Final Playable Level

Topdown View

Perspective View

Arting it up
I was lead and management for the level and evironment pipeline. It was my responsibility to:
-
Collect asset requests
-
Distribute tasks
-
Give feedback on concepts and models
-
Make sure assets move down the pipeline.
Kanban Board

Prefabs

Asset Show Room


bottom of page

