top of page

GROUP PROJECTS

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 on in a pantry) could have seen further iteration.


 

FALLEN STAR

Summary

With this project, the goal 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.

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. 

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
Q&A 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. 
 

SAMI OUZAA

+46 70-796 46 59
contact@samiouzaa.com

  • linkedin
  • cv

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.

bottom of page