Hi! Welcome to my portfolio site.

What you will find here is a culmination of my work/projects from recent years. By continuing to the site, you agree to withstand from copying or using any of my work. You also agree to NOT use or input any of my work into any software to create AI-generated content. If you wish to reference my work, please contact me. Thank you!

Kneedle Knight

Game Summary

Kneedle Knight follows the story of a knight turned mouse as he fights his way through an evil witch’s castle with nothing but a magic needle in hand. Join in on the fun in this 3D Puzzle Platformer, available now on Steam.

Info

Engine: Unreal Engine 5

Development Time: September – December 2023

Role: Level Designer

Team Size: 22

My Role

As a level designer on this project, I performed several tasks over the course of development including:

    • Creating a metric zoo to test and tweak player controller settings
    • Prototyping enemy types
    • Designing and iterating upon Level 2 with a fellow level designer

Screenshots

Metric Zoo

After our GD finalized the initial design of the game, I was put on the metrics team. Working alongside 2 of our programmers, I requested movement variables, made suggestions for how the controls should work, and tweaked variable values. To test these values, I created a metric zoo using simple BSP to build platforms and walls and text renderers to mark distance.

Level 2 Blockout Stages

During this project, I worked on Level 2 with one other designer. My teammate and I decided to split the level into two parts. As a result, I worked on the latter half of the level.

Level 2 Refinement Stages

After a few iterations on the initial design of the level, I moved into finalizing the design by making small tweaks here and there. This is also the time when I began adding art assets as they were given to us. 

Final Product

This is the final result of the second half of Level 2.

Post Mortem

What Went Well

  • My partner and I were able to communicate efficiently throughout the project which made it easy to connect the two parts of our level together in the middle
  • My communication with the game designer, the LD lead, and my teammate allowed my design to be consistent with the rest of the game
  •  I was able to make significant changes to the player controller (with the help of the metric zoo I built) which gave the game designer a solid base to tweak later on

What Went Wrong

  • Some portions of my level were not working, and they didn’t get changed until later into development
  • There were some miscommunications between the different disciplines which caused confusion on my part, thus leading to repeated and lost work

What I Learned

  • I gained a better understanding of how metric values work together to affect the feel of the player controller. I also learned that just the slightest adjustment can make all the difference
  • I learned how to take the initiative to approach and ask my leads if I ran into any blockers or became confused during the development process
  • I learned how and gained proficiency in using Jira to create bug reports, spotted design issues, and keep track of tasks assigned to me