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Transmogrify
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Level Design/ Game Design ​

Transmogrify
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Game description:

Transmogrify is a 2D puzzle platformer game with a sci-fi  theme where the player must use enemies to navigate the levels.

My responsibilities:

I am responsible for designing and creating exciting levels and puzzles as well as communicating with my team and implementing their feedback into my work.

 ​I also am actively involved in Game Design for this project and collaborate with members of my team to make decisions for features including narrative, enemy design, puzzle design, trap design and mechanics. 

I focus on guiding the player through the levels using the environment art as focal points and creating lines for the player to follow. I use lighting and colour to guide and provoke certain feelings in the player.  I provide the player with options in the form of multiple paths through the levels.

 

I aim to create a compelling narrative for in this game alongside stimulating puzzles and traps for the player to enjoy. I design enemies that I feel will be suited to the game and can improve the gameplay whilst enriching the player. 

Engine:

Godot v3.0.6.

Platform:

PC

Links: 

http://playtransmogrify.com/

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Level breakdown:

Early on in the level I have used a collectible to guide the player into an area where they can see the level exit past a thin wall. I am showing the player their goal and then letting them to decide how to reach it.

 

Here I am teaching the player to shoot the enemy and then use it's transmog form (An Ice block) to continue through the level.

In this section I am enabling the player to experiment with vertical movement and using objects in the scene to reach their goal.

At this stage of the level I am introducing choice to the player. They can decide which route to take to proceed in the level. 

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In this level I am giving the player the choice to navigate the level through two main paths. 

During this part of the level I am encouraging the player to use the jumping mechanic with the added danger of enemies below. I decided to add in the enemies to provide the player with a greater sense of pride and accomplishment when they successfully move past this part of the level. 

 

 

At these I am enabling the player to transition between the two main paths, this means that they do not have to walk back on themselves and may explore the level freely. My aim with this is to make the level flow well, and encourage the player to think ahead. 

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Enemy design- The bat (working title):

Idle > Player enters area > Enemy drops down onto player > Level failed

Idle > Player shoots enemy > Enemy turns into Transmog form > Player progresses with level

In Transmogrify the player must shoot an enemy and turn it into its "Transmog" form. This form will aid the player to navigate the level or reach hard to reach areas. 

This is one of the enemies that I have designed. My main idea for this enemy was that it would drop from the ceiling as the player approaches it and attack, this would add more of a scare/jump factor into certain levels. I made this decision as a way to control the pace of a level. 

(Artwork created by game artist)

Aztec Golfing
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Design Intern

Please click on images for more information

Game description:

Aztec golfing is a golfing mini game that challenges the player with interesting levels and mechanics. 

My responsibilities:

Whilst an intern at Goblin Boss Games my first task was to produce 50 levels for their mobile game Aztec Golfing. 

The player must hit the ball into the goal area within a number of shots to earn 3, 2 or 1 star. 
I decided how many shots would earn the star tier depending on the difficulty of the level

I also encouraged the players through my level design to play the levels multiple times as 3 stars is not always an easy score to obtain. 

Engine:

Unity

Platform:

Android and iOS

Links: 

https://www.goblinboss.com/games/

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