

Advanced Mission Design
During my Masters Degree I was Lead Designer for a Metroidvania inspired fps free running game, in a small team of five. As lead I was responsible for the overall project and delegating tasks to the strongest team members. I personally created the players main movement mechanic and parkour system that allows the player to run up and against specific walls. I also created the scripting that went into the central HUB of the level where the player had to constantly return to when they had collected a specific crystal, making sure that doors would only open once a specific crystal had been placed. I also created one part of the mission which was a timed trial parkour section where the player had to interact with a button, then climb, jump and wall run to a location before a timed door locked and they would have to start the trial again. Due to some team members not meeting deadlines and creating specific assets to scale the teams Junior designer and myself spent wasted time
re-modelling and re-sizing these assets. Meaning we had to scrap certain parts of the game such as the boss battle, a mechanic which allowed the player to rocket boost over a gap (like a double jump) and the shadow animations of the player running.
The Junior and myself also created the development diary which can be found below.
