Taco: Hamster Hero
Accomplishments
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Designed and implemented 6 in-game levels
Led a team of 6 level designers
Came up with a procedure for rapid level implementation
Provided prompt feedback regarding level and environmental design
Held level design meetings, updating the team regarding new updates and design directions
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Took an initiative during the initial design phase, discussing new mechanics that could be added
Designed and implemented in-game tutorial
Worked closely with audio, art, and development departments during development
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Took responsibility to lead the team of 20+ people for the last 3 months of development
Restructured work of the team to ship the project to meet the shipping date
Held team meetings, updating the team on the current progress and plans
Presented project progress during sprint meetings, answering questions and taking responsibility for the team’s progress
Challenges
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Even though I had a lot of previous experience working in the team, team size never exceeded 9 people. Breakers World on its peek had more than 30 people working on the project at the same time. With number of people increasing rapidly, we as a team had to comeup with procedure to the optimise team’s work. By assigning teammates to department leadership positions and shifting the team to agile development we were able to optimize team’s work and ship the project on time.
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During the development of Breakers World, the team ran into a situation when I was asked to step in first to lead level design position, then to lead designer position, and then to project lead position. Taking this responsibility with no prior leadership experience was a big challenge, but I was able to overcome it. By asking for advice from people with experience, extensive communication with the team, and by utilizing my previous professional experience I was able to successfully step into the new role and lead the team towards the shipping on time.
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Breakers World is utilizing the combination of multiple packs of paid assets from Unreal Marketplace. In previous games that I’ve worked on I never used assets that require such a huge level of attention in regards to alignment and lighting. Also, different asset packs have different ways of using them in regards to shadow resolution maps, placement and etc. I was able to overcome this challenge through extensive research of documentation and trial and error when building the levels. I was also able to come up with a procedure for level implementation for each different asset pack and explain it to other level designers, which helped us optimize the level implementation process.
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Breakers World originally started on Unreal Engine 4.27 version, but when the project was already in the middle of development the new version of Unreal Engine came out. As a team we’ve made a decision to switch to the new version in order to utilize the new tools like Lumen and Nanite to their full potential. This change required us to completely refracture all the lighting on multiple levels and completely change our approach to lighting. I was able to overcome this challenge by extensive research of new lighting systems using documentation and experimentation, given that at the time there was very little amount of guidance regarding Lumen. By trying the new system out I was able to come up with a new procedure to implement lighting and also explain all new changes to other level designers.
Level Design Process
As a level designer, my process for creating levels in Breakers World begins with a clear understanding of the gameplay mechanics and the goals of the level.
This helps me to determine the layout and design of the level, including the placement of enemies, traps, puzzles, and other interactive elements.
Next, I will sketch out a rough layout of the level on paper or in a 2D level editor, taking into account the flow of gameplay and the challenges that will be presented to the player.
This allows me to get a sense of the overall structure of the level and make any necessary adjustments before moving on to the more detailed stages of development.
Once I have a solid plan for the level, I will begin blocking it out in a 3D level editor (Unreal Engine, in the case of Breakers World), implementing the gameplay elements that I have planned out.
This involves a lot of trial and error, as I playtest the level repeatedly to ensure that it is both fun and challenging for the player.
When I am satisfied with the gameplay flow on the level I start increasing the quality by adding visual assets that I’ve planned.
Throughout the process, I also pay close attention to aesthetics, lighting, and other visual elements to create an immersive and engaging experience for the player.
Finally, once the level is complete, I will conduct thorough playtesting to identify and fix any remaining issues or bugs, ensuring that the level is polished and ready for release.
Player Ship
Level 1
Level 6
Level 13
Final Level