Welcome to my Game Design Portfolio! Explore my skills, projects, and creative journey in the world of game!

Portfolio

Level Design

CPU-Chef (Unity)

The project aims to create a small game based on the GameJam theme “We are not supposed to do that.” Players grill meat and generate revenue by manipulating CPU temperature, adjusting steak doneness per order within a time limit to earn money. Executing additional programs raises CPU temperature, enhancing cooking efficiency but also increasing the risk of overheating and system crashes. Players must balance efficiency and risk to maximize revenue and fulfill orders.

2D Platform (Unity)

This project uses acquired game assets to create a 2D horizontal level where players dodge or attack monsters by jumping, unlocking save points, and collecting coins for high scores. The level features various obstacles, including moving platforms, traps, and groups of monsters, enhancing difficulty and enjoyment. A carefully crafted difficulty curve presents progressively challenging scenarios at a gradual pace, ensuring players can adapt without excessive frustration. The save point design preserves player progress, reducing the need for repeated attempts and minimizing frustration. The overall design aims to balance challenge and enjoyment, allowing players to feel accomplished as they refine their skills.

3D Platform (Unity)

The objective is to use the provided game assets to create a white-box model for a 3D platform jumping level focused on dual-path exploration, allowing players to choose between two distinct routes for enhanced replayability and exploration. Players can circumvent obstacles using jumping mechanics and engage enemies, adding dynamics to combat while collecting items for interactions and puzzles. The level layout features multiple platforms and obstacles, requiring a combination of jumping and attacking to overcome challenges. With two primary routes presenting unique challenges and enemy configurations, a reward mechanism encourages exploration; for example, defeating tough enemies or navigating challenging areas yields more gold coins. Controlling the level’s rhythm is crucial, as careful enemy placements and jumping points promote engagement and an appropriate challenge level. Save points are included to alleviate player frustration and design strategies direct players along different paths, using rewards and enemy placements to maintain a sense of challenge and accomplishment.

Far Cry 5 Level Design (Far Cry Arcade)

The objective is to develop a single-player level for Far Cry 5, featuring a three-stage adventure game where players engage adversaries, gather resources, and eliminate key targets to escape the area. The game consists of three zones: Bliss Storage, Manufacturing, and Boss. In Bliss Storage, players confront guards and dogs while destroying containers. In Manufacturing, they navigate a complex environment and defeat enemies to access the Transportation Area. Finally, in the Boss area, players face the final boss and escape by boat. The game emphasizes resource management, combat, and strategic planning, requiring players to make decisions under constraints, balancing stealth and direct confrontation for mission success.

Fortnite Level Design(Unreal Engine 5)

The goal is to create a medieval-themed 3v3 map using Fortnite’s Unreal 5 editor. This competitive level features a flag battle between red and blue teams. Each team must capture and deliver their colored flag to a specific spot. The game has limited resources and weapons, including pistols, assault rifles, and rocket launchers for ranged combat, along with a small number of medical props like bandages and shield potions. Players will engage in strategic teamwork to capture flags and aim to win through fierce competition.

en_CAEnglish