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Level Designs

Level Design

skylar & plux

Skylar & Plux Level

I've made a Skylar and Plux level that is bilinear with some diverging paths and nice vistas.

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Creating a Feeling

I wanted to create a big level similar to the actual levels in the game and since we had access to the game project I felt like that was a perfect side project.

 

I wanted to create something that would fit the Skylar & Plux game, starting with deciding on the theme; "A mining town in need of saving".

Vistas and Pacing

The level is divided into three main areas;
"The town", "the mine" and "the slope".

Each area has one big vista, where the player will get a unique feeling. I also made it so that each area has a unique playstyle;

Town: Battle

Mine: Exploration

Slope: Speedy platforming

 

This division created more focused gameplay and made it easier to understand for the player.

Making A

Bilinear Level

When set dressing the level I thought about how to make it inconspicuous for the player to traverse the level again. I hid certain areas so that they would only be visible when going backward.

The idea of a bilinear level came about when thinking about the story of the level. I wanted the level to be about a fetch quest that wouldn’t be about walking down the same path again.

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The same rock, but from the opposite directions

revealing a new path

Additional paths

The 3D platformer genre is no stranger to additional paths and secrets, so I wanted to incorporate a side quest area in the level.

This gives the player more objectives to do without making them a side area after completing the game. The “deep mines” were designed for masters of the game to show off their skills.

Here is a playthrough of the level,

feel free to skip through it

Smaller Game Projects

Smaller Game Projects
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Spork

I programmed a simple Text-based "Input-Output"-system with a lot of player freedom.

Spork

Details:

Team Size: 1

Time: about 2 weeks

Software: Raw C++

Role: Programmer, Writer

A simple structure

The Spork code is structured with 3 main areas of code:


1. The Room initializing code; writes the correct text for the room you are currently in.
2. The Input code; lets the player input whatever it wants.
3. The Input reading code; this code looks at the input from the player and updates the parameters of the game accordingly to that input
.

And then it loops around with a "While"-loop. This simple structure made the game easy to code.

Going Deep into the Mind

Creating Spork was fun because it taught me how to really understand how a player will think when playing. I had to think about what the player might want to do and let them do as much as possible by finding fun scenarios.

To create a fun play area I mapped it out on paper, put down what I wanted in each room and to make it a little more fun for the people exploring I made some hidden commands as well.

Cyberspank

My first introduction to creating systems in the Unity Engine.

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Details:

Team Size: 3 (Only Designers)

Time: 2 weeks

Software: Unity

Role: Programmer, Artist

Creating Unity Systems

This was my first time creating bigger scripts in Unity. It was my first real experience with C#, but I felt confident in my ability to create with the help of my Unreal blueprinting and Gamemaker Coding knowledge.

Building System

We wanted to create a building system and I was in charge of it. I did it by creating a similar script to the one we had for shooting bullets, but instead of instantiating bullets, I instantiated building blocks.

 

By doing this I could observe an already functioning script to gain knowledge of the framework.

Cyberspank
Build

PlayerBuildState.cs

Combo Meter

I created the script that manages the combo streak. It uses the input from each enemy kill to update the score multiplier and the added score. It resets if no-kill has been made in a few seconds. This really taught me the groundwork of sending variables between scripts.

ComboCalculator.cs

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Kanin Kalas

Creating a game targeted towards children with a mobile input system.

Kain

Details:

Role: Artist, Programmer

Software: Gamemaker Studio

Time: 2 weeks

Team Size: 1

Creating a child's game

During this project I really focused on creating a game catered towards children between the ages of 2-6. I started by researching the genre by playing other games on the app store.

From this I made the art in a similar fashion to them, simple with pastel colors, adding a mascot character and created a simple menu that was simple to navigate.

Making it work with mobile

This was the first time I tried to create something for mobile. It was hard creating the extra code for how the touch would work, but with some help I made it work.

It also helped that I didn't have to think about the actual game design since I was only trying to create a "fruit ninja" esc. game. Trying to replicate something was a good choice when trying to learn something new.

Generic Platformer

My first ever game where I programmed myself in 2017. It really shows my growth.

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Details:

Team Size: 1

Time: about 2 weeks

Software: Gamemaker Studio

Role: Programmer, Artist

Coding a game

This was the first time I ever coded for real in a game. Before this I had only followed tutorials to a T by using the drag and drop code boxes.

I had to code the movement and jump, the power-up, enemies and the goal. All of these were a bit rough but seeing as it was my first game I coded it worked pretty great.

Making it Generic

The art and feel of the game weren't a focus for this project, but I wanted to give it something. The character I used felt really generic and I had made a slime sprite so I used that generic feel and amplified it.

I also used a well-known BGM from a lot of youtube videos to give the game a very generic character.

Prototyped Systems

Prototyped Systems

Modular Quest System

The system is made to be fully modular so that it can be used for any game that wants a quest system.

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quest

Details:

Team Size: 2

Time: 2 weeks

Software: Unreal Engine 4

Role: Programmer

Component Based

The system is built upon the core of being as modular as possible. To do this we wanted to put all the hard coding into components that could easily be put on any game object.

The two main components include:
The "Quest Holder''; a component put on for example a player. This component holds all the information for all the quests that the holder has acquired, both active and completed.

The "Quest Giver"; a component that can be put onto anything, like an NPC, to give out a specified quest to the correct quest holder.

Quest Holder BP

Quest Giver BP

Using Structs & Datatables

The information sent between the Quest Giver and Holder is in the form of a Struct. This struct has information such as completed objectives, who gave it and if it itself is completed or not.

It also has an array of another struct made; the Objectives. Since each quest can have multiple objectives we wanted it to be possible to create multiple objectives.

To create a new quest you easily make them with the use of a datatable. This also makes it simple to track all the game's quests (this system allows for 999 quests).

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Detection System

A system made to guide the player to invisible objects with only the use of sensational feedback.

Detction system
Fan Minecraft Concept
Fästpunkt 2

Details:

Teamsize: 3

Time: 2 weeks

Software: Unreal Engine 4

Role: Programmer

Making a detector

This system is about a detector that gives appropriate feedback depending on how close you are to an object.

We created two different detectors;
One that checks if you are in any object's vicinity, like a metal detector. This is the positive detector.

One that checks for walls/objects with line traces to find if you are close to something dangerous. This is the negative detector.

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Calculate Distance Function

Invisible Wall Checker BP

Metal Detector BP

Reciever BP

Adding Feedback

The two detectors were created so that one is prominently a “positive” and one “negative”. This made it so that the player knows what they should and shouldn't approach.
 

​We did some playtesting to tweak these numbers so that they weren't over the top but still affected how the players would react to the feedback in the way we wanted.

Fan Minecraft Concept

I'm currently making a larger and

more detailed page for this project, but for now enjoy the short version!

End-Update

Concept

I have been working on an End-Update concept with player archetypes in mind.

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What I focused on

I set up some design pillars for this project, those two being exploration and usability.

 

I chose these pillars because the end dimension is the final place to visits, and it’s currently lacking in the exploration aspect and only has 1 set goal for usability (except for dragon fight), in finding an end city.

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Void Corruption

The current end dimension only has 1 real biome, and that’s very bad for the exploration aspect. So the first thing I did was trying to create a biome structure unlike anything seen yet.

So I used the idea of the void having corrupted the end dimension, and there are patches where it’s fully corrupted, partially corrupted and has yet to be corrupted.

Concept of Corruption made in vanilla Minecraft

Giving to Builders

and Explorers

With the different biomes the end would have a lot more blocks. And with the corruption of the same blocks a lot of nice block gradients would be found. This would be perfect for the builder archetype.

It would also give a lot more to explore for the survivalist experience since it wouldn’t be just the same old barren end terrain wherever you go. It also opens up new ways of telling the story of the end dimension.

Some biome concepts made in vanilla Minecraft

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The next step in progression

The end currently is missing something very important, the mining (It is Minecraft after all). And I feel like there should be an incentive to dig out the floating islands.

I would call my incentive to mine in the end the “Experience ore”. This ore could be used to enhance an enchantment table which would give an extra end-game step in the tool and armor progression. I also have ideas for other things it could be used for.

Skylar & Plux
Challenge Levels

These maps are short and made so that masters of the game can get through them in a speedy manner.

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A true challenge!

Commisioned by the Skylar and Plux team, we had to create Challenge Levels for the game. The levels were to be for the masters of the game to show their skills.

In my levels I wanted to encourage two different feelings;

The feeling of climbing a big mountain

The feeling of quickly getting from point A to B.

An imaginary Mountain

This was my first experience with the Skylar and Plux game. It's main focus was to use the mushrooms in combination with other platforms to make the player have to think quickly about their next imput.

I also added a hidden path that would be much quicker to take but requires precis inputs.

Speed through the mountains

This levels focus was on using the jetpack to propell yourself onto a barrage of mushrooms to amplify your speed.

If the player carefully uses the jetpack in the air they can cut off a lot of their time. I also let the players choose paths at the middle part to give them more freedom of choice.

Art

Art

3D Dolphin

I created a 3D dolphin that taught me the intricacies of creating things in 3D.

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Delfin

Creating from Scratch

This was my first time doing anything in 3D, so it was a bit intimidating with all the different tools. But as time went on I got pretty confident with some tools when modeling the dolphin.

This experience has given me a lot of appreciation for how much effort needs to be put into the creation of 3D assets and I feel that it has given me a better understanding of game production as a whole.

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Adding texture

and Animation

After the model was done I then put on a texture. I overlooked it in photoshop and then imported it.

I also tried to create a simple swimming animation for it to give it a bit more life, doing it with two different techniques.

2D Character Art

2D Character art made with Photoshop created with 3 set character traits in mind.

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Creating Moodboard

I was given 3 words to base the character on; "Mutant, Athlete, Greedy".
 
After getting the words I created a moodboard that would reflect these three words so that I would know how to draw the character consistently.

Using photoshop

I used the different layers to create something that would be easy to change and adapt, using the different brushes and color tools to create something that looked pretty good.

Vector Art

I have made some Vector art

in Adobe Illustrator.

Creating Vector art

Started to get used to the program of Illustrator by tracing some pictures. This gave me a good understanding of the different tools and I then tried to create some pictograms.

Creating a pictogram

I created a pictogram that could be used with a purpose.
 
To the left you can see the pictogram, it represents "No Cash". I made it because more and more stores in Sweden start to go cashless and they would want to show it to the customers.

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