
Squidge's great escape
Programs:
Maya


Unreal 4
Design team: 2 level designers
4 members
My Work: Vast majority of in game assets, Story design, Level design, Character animation and rigging
Limitations
*This was a group project where me and 3 other students had to create a functional game with at least 1 complete level. This project emphasized functionality and mechanics over aesthetic and detail. We ended up choosing to create a third person platformer based around the character mechanics of: splitting, bounciness and adhesion.*
Limitations: The group consisted of 4 total people with 2 coders one doubling as a art designer, one character designer and me as the level designer, asset designer and character rigger. We had about a month and a half to finish this project. The premise was to focus on gameplay quality over aesthetics. Due to time constraints we ended up only being able to create 2 of the 4 intended level areas which excluded the sewer and refinery ideas we had for later in the game. We also ended up having to artificially increase the intended level of difficulty for the first 2 areas to increase the challenge and make up for the lack of the aforementioned later levels. Much of our time was spent on character coding for optimizing the character's forms, fixing glitchy interactions between different forms and making the character destruction, possession and creation mechanic functional.
Gameplay Stills
Game artwork

Death Screen
Title and end game screen artwork done by one of the lead coders