top of page
PageBackground_1438_810.png

Fly By Knight

Level Designer   |   Student Team of 3   |   Unity   |   PUBLISHED

WHAT DID I DO?

  • Made 8 tutorial encounters to teach players mechanics and gameplay loop

  • Created a "hub" level to connect each designer's level and create a Golden Path

  • Implemented 8 types of enemies and staged them to guide and challenge the player

  • Placed 80 collectibles to guide players through the game and reward exploration​

  • Incorporated how-to-play screen for 5 controls to meet publication requirements

PLANNING

We  couldn't decide whether the camera would follow the player or move between static positions
 

  • I researched how Mega Man games use static camera positions to frame skill challenges

    • Later games still use this idea, even though the camera follows the player
       

  • I used this mindset to plan skill challenges while being flexible with how the game changed

FBK_Level Screens.png

 

Confluence: Shapes define each "screen" and their flow

FBK_Hub Layout.jpg

Once I plotted out each skill challenge and how they could flow together, I put them together in a larger rough draft map.
 

  • These show space between skill challenges and how each level can be connected

    • This is when I made the Golden Path
       

  • They also have notes so teammates know my intention with each skill challenge

    • Good documents communicate for me when I'm not in the room!
       

  • Consistent iconography allows teammates to understand my rough drafts at a glance

 

A hand drawn map of the Hub

PROTOTYPING

FBK_Enemies.gif

 

Different behaviors for enemies; yellow slimes have more health

I was responsible for programming and staging our 8 enemy types
 

  • I was new to scripting, so I made a new enemy for each concept I learned
     

  •  I created stationary enemies when learning health and damage functions
     

  • I created patrolling enemies when learning Unity's Animator Controller
     

  • I created attacking enemies to encourage players to use their flight mechanic

    • I also combined what I learned from patrolling and damaging enemies
       

  • ​I learned about Unity's prefabs, which I used to create harder enemy variations

ITERATING

I updated our tutorial with each new feature added during development, playtesting and iterating since we had a Minimal Viable Product
 

  • Feedback from playtesting allows me to make informed iterations
     

  • For the tutorial, I focused on teaching the mechanics and gameplay loop

FBK_Tutorial Layout.jpg

 

A hand drawn map of the tutorial w/ notes about each section

FBK Cherry.gif

I placed cherry collectibles to guide players along the Golden Path and reward exploration
 

  • I ensured each "Mega Man" screen had one cherry guiding along the Golden path
     

  • Design Lead wanted more cherries

    • I added cherries in level's cold spots to reward players who look in corners

 

A cherry collectible being collected

To publish, we needed a screen with our controls
 

  • With a short deadline, I reused assets to quickly craft the how-to-play screen
     

  • Canvas panels separate info for readability

    • Colored text as Information Architecture
       

  • This task helped me discover my love for UX!

FBK_HTP.gif

 

The How-to-play screens

Curious to Know More? Email Me or connect on LinkedIn

bottom of page