HookUP! (Oct 2016 - May 2017)
Is a schoolproject released on 31 of May 2017, which I worked on with 2 class colleagues. Development started at the end of October 2016. Total development time was about 6-7 months. It's a first person platformer, which is heavily based around atmossphere and agile movement.
- produced by myself
Level Design Analysis
Here are some examples of the level-revision/testing I did during the development. It's not very pretty, but these were paper-designs only relevant for my work. They weren't shown to anyone else and also, I was less experienced with proper documentation back then ^^.
Hard Facts

Platform: Pc

DevTime: From Oktober 2016 - 31 May 2017

Genre: Atmosspheric Ego-Platformer

Game in one Sentence: "Enjoy full freedom in movement and find your own approach on how to finish the game!"
Development Roles

     - Core-Mechanic Design
     - Wiki Documentation
     - Leading Brainstormings
     - Playtesting & Feedback Documentation

     - Stage 4
     - Full Level-Rework & Analysation
     - Tutorial Design & Creation (Building & Asset-Production etc)

Additional Scripting
     - Basic scripts like Energy System or some asset spawners

Concept Art
     - Character Design
     - Stage Design
     - Asset Conceptualization

3D Art
     - UV Mapping
     - Texturing of all Assets​​​​​​​
    - 3D Modelling
Technology I used
  - Pen & Paper
  - Adobe Photoshop CS 6
  - Unity 3D Game Engine
  - Autodesk Maya 2017
  - Microsoft Visual Studio & Monodevelop-Scripting Class
Core - Mechanics

      - Walking
      - Sprinting
      - Jumping

    - SwingHook
    - GrapplingHook
    - EnergyFillUp
    - EnergyReduce

If you hold down the "right trigger", the hook is active. If it already has hit a platform, you will swing in the direction you're currently looking. If you release the hook in the right moment, laws of physics will fling you up. Basically it's the hook you want to use for getting higher in the level.

The GrapplingHook is activated by holding the "upper right bumper". That means that you're able to hook/pull in that time period and if you already have hit a platform, you will be dragged to that one. If you release the button, the hook gets canceled and gets pulled back to the player. -Works for both modes- Basically the sense of this hook is to overcome short distances. Just straight up pull (eg. Just cause 2 hook). Especially useful for positioning.

As long as you're using one of the hooks (holding one trigger) you will constantly lose energy. You're able to fill it up at certain points in the level.
My Experience

Since it's the first "big" digital team project I'm doing, I've learned and I'm still learning a lot about leading and structuring a team and how to work with different people. For example, if there's a disagreement about an idea, or how something should be implemented or if someone hasn't delivered his work yet. I'm learning how to deal with these situations and what's the best way to avoid/solve them. Thus, to say a lot of management.

Working under pressure. All the milestones and sprint-releases coming towards me, constantly keep up the pressure. I've been and still am learning the best way to get used to stress and pressure while delivering the best work i can do. How to deal with it in a "mental" way and how not to lose my mind when things don't always work from the start off, or something goes completely wrong. This are all topics which play into that. It's one of the hardest things I'm getting used to, but I'm constantly getting better at it.

My new way of brainstorming game-ideas. So, this came relatively spontaneous to me. We were just sitting around and didn't really know what kind of game it should be. And I was thinking the whole time, "what's the best way to get ideas for mechanics or games". So, I came up with the "4 phase technique", as I call it.
The 4 Phase Technique


1. Phase
Set up in circle with your team/team-leaders if you're in a big studio. One team-member starts counting down the whole alphabet in his mind and the next team-member says stop. The last "thought of" letter, will be the one you're going to use.

2. Phase
The next team-member says a random word which starts with this letter. It can be anything, from words you don't want to use in front of your parents, to higher mathematical ones. 

3. Phase
The next team-member has to quickly think of a game mechanic, which has something to do with the word told before. And of course you're taking note of that one. It still doesn't matter if it's something you can work with or not, it can be completely abstract to.

4. Phase
If you think you got enough ideas, you start with the "Outsourcing". Ideas will get discussed, abstract ones will get changed/reworked into something useful, ideas which are obsolete will get deleted and so on.

- Preferably, every letter should be only used once

So that's my newest approach on how I get to my ideas and it really works well for me. I've tested it now for some other projects in the future and it works perfect! Try it out and you will agree :)!

HookUP! (Oct 2016 - May 2017)

HookUP! (Oct 2016 - May 2017)

A GameProject developed from Oct 2016 - May 2017