Our work on the project was honored by a nomination for the Game Taste Awards in Rotterdam.
Game Prototypes:
In the pre-production phase of 'Pango', I developed several concepts and prototypes.
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Walking Mode: As the game featured dual 3Cs, I took the initiative to define the walking mode, aiming for a natural sense of momentum in the character's movement with calibration of acceleration and deceleration.
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Jumping and Metrics: Prototyped distinct metrics for both the walking and rolling modes, with differentiable distances and heights that could be reached. I Implemented comfort features like 'coyote time', or ledge grab, and iterated on double jump. Each mode offered a unique navigational experience.
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Gameplay and Ability Concepts: I contributed to designing and sketching challenges and gameplay abilities to establish a framework of the gameplay.
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Prototype Level Ingredients: Among my technical contributions was the development of a directable Bounce Pad Blueprint, which allowed for precise control over the direction and intensity of jumps.
Establishing a Comprehensive High-Level Plan:
Working in close collaboration with the other three leads, we crafted a comprehensive high-level plan for the production phase of the game project.
By defining specific tasks and deliverables, we enabled the team to understand the project's scope and assess its feasibility within the given timeframe.
Additionally, we identify and mitigate potential risks in the development process and formulated strategies to lower them.
Implementing agile methodologies, particularly through the use of Jira for sprint organization and task management, was crucial for effective project management.
It ensured an iterative, scope-driven approach within the tight timeframe. This structured methodology kept the project on track and facilitated the efficient resolution of challenges that impacted our progress.
Develop an Art Bible and Level Pipelines:
To establish a unified artistic vision and ensure comprehensive management of our design pipeline, I compiled an Art Bible. This document covered topics essential to game and level design, including modularity, gameplay assets, breadcrumbs, color schemes, player feedback mechanisms through VFX, character design, animations, environment, materials, external assets, and pipeline strategies.
The Art Bible became an valuable tool, fostering consistency and elevating the quality of the project's artistic output. In stakeholder meetings, it provided a comprehensive overview of the project's artistic and pipeline execution, playing a pivotal role in aligning our creative efforts with the game design goals.
World Design & Set-dressing:
In the last three weeks of the 'Pango' project, I led the set-dressing process for the second and third level. Building on an established Level Design blockout, I iterated over layout and challenge adjusments while polishing the final set-dressing step respecting player affordance and guidance, compositing, color schemes and Lighting.
I established a standard for set-dressing in one level, which then served as a practical template for the other team members working on other levels. This benchmark not only ensured consistency but also greatly accelerated the set-dressing of other levels.
Our collaborative efforts paid off, resulting in an impressive achievement of delivering four set-dressed levels within a tight two-week timeframe.
Procedural Level Design and Setdressing Tools:
In addition to my primary responsibilities, I took the initiative to develop a specialized Tool aimed at enhancing the capabilities of level designers.
Over the course of the project, I continuously improved the functionality of the tool by implementing random and pattern-based placement of assets with customizable start and end assets, enhancing the set dressing process.
The Game is for free downloadable on itch.io:
https://buas.itch.io/pango