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GROUP PROJECTS

ZOMB-E

Summary

A first-person shooter inspired by the Zombies mode in the Call of Duty series. In ZOMB-E, you infiltrate a robot factory to steal plans for unstoppable super-robots. When the alarm is triggered, you must fight through waves of robotic enemies, using firepower to escape.

Breakdown

Time

15 Weeks Half-Time

Team Size

5 Artists
2 Level Designers
6 Programmers
2 Procedural Artists

 

Focus Areas

Game Design
Level Design

Software

Penugine (Proprietary Engine)
Unity Engine (Editor)
Perforce
Miro
YouTrack

Screenshots

Reflections

A challenging and rewarding project where I was responsible for designing the factory portion of the level, where the player must navigate around and under conveyor belts. It was important to make sure that the level loops within this area provided a good flow, and that eventually leads to the other half of the level, which is the warehouse area. The overall layout of the entire level was inspired by the Kino der Toten map from Call of Duty: Black Ops

Another
responsibility that I had during the project was to make sure that the metrics were correct, which resulted in me creating a rough blockout for the objects in Blender and then sending it to the artists to be refined

 

PUSH 2 WIN

Summary

The last project at The Game Assembly! We were given free rein to come up with an idea for a game. We landed on using a map mode called Warlock from Warcraft III as a reference for the gameplay, where the goal is to push out other players and be the last one remaining. 

Our game has a more playful art style, as it takes place in a child's room that has objects such as game boards, an old console, a vinyl player, and a mini pool table, to name a few. All of which are used as fun arenas with different gameplay quirks. And instead of abilities, some power-ups are spawned in each level. 


 

Breakdown

Time

8 Weeks

Team Size

5 Artists
2 Level Designers
4 Programmers
2 Procedural Artists
4 Audio Designers

 

Focus Areas

Game Design
Level Design

Software

Penugine (Proprietary Engine)
Unity Engine (Editor)
Perforce
Miro
YouTrack

Screenshots

Reflections

For being the last group project, I must say that this was the most fun I've ever had creating levels for a game. It also felt rewarding being able to have other classmates playtest the game and then continuously tweak the experience. 

I was
responsible for the following levels that take place on a mini pool table, a Vinyl playera Twister sheet, and a Fia med Knuff board (or Man, Don't Get Angry in English). I also blocked out the majority of the levels in Blender and made sure that the scale was correct for each one.

Link to the Itch.io page: https://lovedagerborn.itch.io/push-to-win

CHAIN REACTION

Summary

This was the last group project during my Game Design and Scripting education at Södertörn University. The focus was to expand on a game concept and be a part of a large and prolonged project that revolved around the production and post-production phases.

You take control of two contestants with the goal of completing each level as fast as possible, as well as collecting coins along the way in order to get the best possible score and be declared as winners of a game show. However, the contestants are chained together, and it is vital that they don’t break the chain, or else the game is over.

Breakdown

Time

3 Months

Team Size

3 Game Designers
3 Artists

 

Focus Areas

Scripting (C#)
Game Design
Level Design
QA Lead

Software

Unity Engine
Visual Studio
Perforce
Miro
Jira
TestLink

Screenshots

Reflections

This project not only taught me a lot about level design and how the player interacts within the parameters of the game world, but also how good group dynamics during a longer development period can have an impact on the overall quality of the experience. 

I was responsible for
three levels, where the focus was to separate players through color-coded doors in the first two, while the third required gravity to pull boxes into switches that created bridges

It also taught me a lot about
quality assurance and playtesting since I was the QA Lead during the project, where I was communicating closely with our Scrum Master and organized scheduled testing throughout to identify bugs as early as possible. 

Link to the Itch.io page: https://chaingang.itch.io/chain-reaction

 

ROCKING RODENTS

Summary

With this project we created an action-adventure game with TUNIC as a reference. This project was also made on the TGE proprietary engine. 

Join Rascal, a rebellious rat armed with a guitar, in a high-octane adventure to overthrow the tyrannical Rat King and save his beloved punk bar, Rocking Rodent. Engage in fast-paced, rhythmic combat using the power of music as your weapon, and navigate through gritty sewers, bustling city streets, and the ominous corridors of the Rat King’s castle

Breakdown

Time

8 Weeks Half-Time

Team Size

5 Artists
3 Level Designers
6 Programmers

 

Focus Areas

Game Design
Level Design

Software

TGE (Proprietary Engine)
Unity Engine (Editor)
Perforce
Miro
YouTrack

Screenshots

Reflections

Another fun project to work on, where I got the opportunity to learn more about level designing for an isometric camera angle, which presented different challenges when it came to presenting the puzzles for the player. 

My responsibility was the first level of the game, which provides onboarding for the player, as well as the second level, where the player encounters enemies that shoot arrows

Link to the Itch.io page: https://felipefleming.itch.io/rockin-rodents 

FALLEN STAR

Summary

The goal for this project was to create a platformer on The Game Assembly's proprietary engine called TGE. We had Ori and the Blind Forest as a reference game. You play as a fallen star who must face your inner doubts and regain your light. 

Breakdown

Time

12 Weeks Half-Time

Team Size

5 Artists
3 Level Designers
2 Procedural Artists
6 Programmers

 

Focus Areas

Game Design
Level Design
Set Dress

Software

TGE (Proprietary Engine)
Unity Engine (Editor)
Perforce
Miro
YouTrack

Screenshots

Reflections

This was a rewarding project to work on, not only due to the great group dynamics that we had, but also how challenging it was to work on a proprietary engine and to scale down a Metroidvania-like game, such as Ori and the Blind Forest, into a more simplified platformer with smaller off-the-beaten-path areas that the player could traverse.

I was
responsible for the creation of the level where the player would get the dash ability, where the main challenges involved wall jumping

 

FINDERS KEEPERS

Summary 

This was the first group project at The Game Assembly, where we delved into creating an endless runner game similar to that of Subway Surfers, in which you attempt to escape from an alien who is rapidly chasing you through different time periods. 

Breakdown

Time

6 Weeks Half-Time

Team Size

3 Artists
3 Level Designers
2 Procedural Artists
5 Programmers

 

Focus Areas

Game Design
Level Design

Software

Unity Engine
Perforce
Miro
YouTrack

Screenshots

Reflections

Overall, I am satisfied with how the project turned. However, this was the first time I got to develop an endless runner game, and I was responsible for designing the level that takes place in the present day (the ones with a lot of parked cars on the street). 

One of the key
challenges in designing this level was to make sure that it wasn't too difficult for the player. Hence, the placement of cars, buses, and other hazardous obstacles had to be refined throughout the project during our playtests, which allowed me to tweak the timing of the key moments where the player had to either slide under a bus or avoid incoming cars through dashing. I would have liked to improve said placements even more, but in the end, I think the level of difficulty was reasonable and I am pleased to have learned from it. 


 

DETECTIVE RODENT

Summary

Another intriguing project from The Game Assembly, where we were tasked with developing a mobile puzzle game. You play as a detective (who also happens to be a rat) who sets out to retrieve a cheese that belongs to your niece. 

Breakdown

Time

6 Weeks Half-Time

Team Size

3 Artists
2 Level Designers
2 Procedural Artists
5 Programmers

 

Focus Areas

Game Design
Puzzle Design
Level Design
Set Dress

Software

Unity Engine
Perforce
Miro
Youtrack

Screenshots

Reflections

Developing a mobile game was also a first for me in this project, and it was a fun challenge. In this case, we had a goal of putting the gameplay of Dandara: Trials of Fear Edition into the context of a puzzle game. Even though I think that some elements worked, such as the snapping movement from platform to platform, the puzzles in my level (the one that takes place in a pantry) could have seen further iteration.


 

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