Blinky - Rise to the Top
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  Team: Banana Pillar Studios 

  Team Size: 3 people

  Role:  Technical Designer, Level Designer, Producer

  Duration: 6 months

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: 3D Platforming


 Creating and releasing the core vision for this game in a solo gamejam project, which later was expanded into this team project

 Designing and implementing player traversal mechanics, as well game controls and camera

(On the right, Player character using its different mechanics: moving, jumping, stomping, and dashing)

 Designing and implementing main game loop systems

(Win state and 'Performance evaluation screen')
(Fail state and respawning)

 Collaborating with fellow designers for the implementation and polish of level mechanics and hazards

(Example: code sample and GIF for breakable/fragile surfaces)

 Creating simple particle effects and animations, to improve the feel of certain player and level mechanics

(Compilation of the different player animations I made)
(Wind effect I realised)

 Planning, executing and refining my vision for an overworld hub used for player onboarding and level selection, together with my fellow designers

One pager document listing levels and hub sections
Lighting transition when traversing hub sections

 Designing and whiteboxing the first of the three areas of the overworld hub, from high level vision to low level scripting

(Above, different iterations of my section of the hub overworld, the ‘Forest hub’)

(Code sample: Gating for the 'Forest hub')

 Realising the high-level vision for my levels from initial block out through to final shipped product.

(Example: different iterations of my ‘Magnet’ level,  finalised level on the right)



As the only Technical Designer/Programmer on the team, I was responsible for the implementations of all game systems and mechanics.

Next to my technical work, I was also the lead and producer on this project.

I had to manage sprint plannings, organise team building activities, run playtesting session and report feedback to the team, and make arrangements to showcase the game at small events.


As an indie team, we had very limited resources, and had to make the best of what we had
For example our environments were created by a level designers, while I made simple animations and particle effects to make our player character feel interesting to play, which was just a cube.


I believe it was very helpful to us that I initially built this game during a Game Jam by myself, as I was able to quickly prototype different ideas, identify a good core, and realise a solid base to keep developing on 

I learnt so much about how to convey feedback to the player, and make them engaged with the gameplay, through the creation and implementation of: particles, dynamic materials, audio, haptic feedback, animations, and freeze frames.

During this project I got to learn much about how to create simple particle systems, in order to provide affordance and feedback to the player, as well as how to combine them with blueprinting to achieve more ambitious results

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