TTT
Project Length: 20 Weeks
Engine: Unreal Engine 5
CREDITS:
Jack Costa: -------- Lead Gameplay & Co-Lead Level Designer, Narrative Designer
Chris Foster: -------- Producer, Co-Lead Level Designer & Gameplay Designer
EJ Lee: -------- Lead Artist
Adam Tollios: -------- Lead Programmer
William 'Reed' Savigny: -------- Level Designer, Narrative Designer
Jason Fennell: -------- Level Designer, Narrative Designer
Fish Riddick: -------- Programmer, Systems Programming
Haru Zemsky: -------- Programmer, Mechanics Support
Andrew Pena: -------- 2D & 3D Artist
Lauren Fischer: -------- 2D & 3D Artist, 3D Rigger
Junlong Liang: -------- Sound Designer
Fight the evil cult (The Anachronists) across time, to stop their plans to bring back their ancient god. Fight enemies, solve puzzles, and complete platforming challenges to stop the cult at the precipice of their greatest victory.
Created over the course of two quarters for my Senior Capstone project with a team of 11.
We utilized agile development throughout to manage our game’s development.
I created the core narrative and game concept, created design documents (planning level flow, gameplay mechanics, enemy ai, and the boss battle), served as design team spokesperson at meetings, led design discussions, designed and created The Speakeasy Level in Unreal Engine 5, wrote narrative audio logs, polish, lighting, ect…
Our producer tasked each designer with designing and creating a specific level in the game. I was tasked with designing and creating the Speakeasy Level that was set in the 1920’s.
I researched speakeasies, visited a few and made collections of visual references before making my initial sketch of the map’s layout. I focused on the hidden element of Speakeasies and incorporated hidden elements, tunnels, and rooms into the level. I also really wanted to make the lounge space feel like the cult hangouts their with their friends, and then have everything behind the bar’s hidden door be secret rooms meant for the cult’s eyes only.
Over time I added, lava, new tunnels, rooms, powerups, and easter eggs to the level. I always tried to further communicate the cult’s beliefs through the level design. I integrated this throughout including the eye motif in the puzzles, wallpaper and multiple models, the change in props once you make it further into the secret rooms, and the addition of a secret room where you can see the security footage the cult is collecting at the Speakeasy .