Explored an approach to making level design tools by way of Modular Blueprint Actors during my "Foundations of Game Design" course at CG Spectrum.
Learned about optimization techniques from mentor such as using Instanced Static Meshes.
Used this tool in the creation of my own prototype level for Capital Punishment project.
This was my first "game jam" like experience hosted by CG Spectrum.
I was placed on a random team of 5 people (2 Designers including me, 1 programmer, and 2 Modelers).
I took on the leadership role for this project due to advice I took from the hosts of this student challenge.
What I worked on....
I organized and directed the vision for the project, ensuring to communicate needs and goals for each team member.
Used flow maps to communicate programming requirements.
I created materials for some key features in the game (Base Shield & Counter Measures FX for player feedback)
Lessons Learned
I needed to learn better scope control when assigning tasks to team members, as I made workloads lopsided and gave some difficult tasks that couldn't be completed in time.
Went through the basics of Game Design with this project in my "Essentials of Game Design" course.
"Capital Punishment" is what I created for my long term project. This is a FPS based on the large scale combat of Battlefield 2142, aiming to use a character swapping mechanic to tailor the experience for singleplayer.
What I worked on....
I created traditional Game Design Documents to establish proper vision, game pillars, and detail sections to support those design decision.
This project carried over to the following course, where I created a prototype for the character swapping mechanic (using blueprint logic).
Lessons Learned
I corrected a lot of misunderstandings about how the concept of a game is designed no paper.
I went through a lot of iterations when it came to the game pitch as I find out where I needed to provide better details to communicate to multiple audiences.