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Initial Prototype
The goal was to make a small map meant for 3 vs 3. I went with a symmetrical map with a striking point of interest in the middle of the map that will define the maps theme.

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Iterated Prototype
After iterations, the redundant complexity is removed and simplified. Giving a clear main battle zone and flank routes for players

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Mukiti Falls Gameplay

Pirate vs Pirate 

To accommodate our new PvP Mode: Deathtides, I was involved in the creation of all 4 new PvP maps. The creation of the maps involved extensive research on the various successful maps in the industry today. We needed to find what makes it work for our unique naval combat focused game. 
Starting off with a simple paper prototype, we created core engagement paths that players will take during gameplay and sprinkled in obstacles, covers, flanking paths and power ups to keep things interesting. The metrics were something we had to pay special attention to in order to make sure that spaces aren't to large or tiny and that players get back to the action as quickly as possible in certain game modes when they respawn. 
As usual, we had many playtests and gathered the data and feedback in order to make proper iterations and make the map the best it can be.

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Demarking of  play area, specific enemy placements.

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Adding of smoking debris to guide players, wind was also intentionally tuned to make the smoke point towards the intended direction & give players a boost to travel to the next scripted sequence.

An Epic Intro

I was the sole level designer who worked on the intro battle sequence that all new players will first encounter. The process involved the initial paper prototyping followed by a quick in game implementation to see how it feels. The level has went through multiple playtests and data-driven iterations in order to get the best spawn placement and frequency needed to give players this epic moment to start off their pirate adventure. 
The level has since been used in replacement as the new onboarding sequence for new players. Players are now able to get into the best part of the game by around 70% faster than before.

Video Credit by theRadBrad     https://youtu.be/_t--dIfd-yI?t=104

Game & Level Design: Work

MegaBin
MegaBin is a traditional platformer following a cyborg rubbish bin, B1n, as he completes his mission to find and destroy a slime giant who has been infesting Singapore with pests. Shoot beams, glide on paper planes, and create plastic clones to fight giant pests. B1n is not just a hero; he is a clean and green hero.

My Roles: Lead Designer, Level Designer, Mechanics Scripting

My first major game project in Digipen, we went wild with game mechanic ideas and came up with MegaBin! It was a real eye opener to see the intricacies for making a platformer game and the though process that goes into making a fun level. I learned various gameplay balancing skills as well as how to make a smooth and engaging level difficulty flow.

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Game & Level Design: Work

99 Cards

99 Cards is a real time strategy card game that allows players to change the tide of the battle using cards. Heal your units and crush the enemies with power spell cards, will you be able to defeat the demon king?

My Roles: Lead Designer, Level Designer, Unity Prototyping, Animator, Game Mechanics, Boss Mechanics and Card Designer

My second major game project in Digipen. During the design process, we faced several difficulties with balancing issues as it was the first time we had designed a card game. Issues stemming from card power level as well as mana cost and mana regeneration rates were some of the major ones. Level design was also a challenge as the AI and player were moving through the grid level in real time while some cards can also affect the battlefield. Although this isn't one of my best works, I learned many valuable lessons in regards to the importance of game balancing and level design.

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Game & Level Design: Work

Noire

Noire is a 3rd person stealth/puzzle game where you play as a detective trying to uncover the mystery of her brother's missing body. Along with your brother who has melded into your shadow, you can use your shadow abilities to stealthily maneuver around the level.

My Roles: Lead Designer, Level Designer, Game Mechanics Designer, Unity Prototyping, Animator, Character Model,  Boss Mechanics, AI Behaviour Design

Noire is the game we made in our final group based project. It turned out pretty good despite us not having a dedicated member for art, modelling and texturing. Creating levels for Noire was a challenging but enjoyable process, with abilities such as wall climbing and being able to turn into a shadow and swim on the ground, we had to take all of these into account when making a level. Making Noire taught me the importance of player feedback and play-testing. I have also learned to not be too attached to game mechanics and be flexible in changing or removing them.

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Game & Level Design: Work

Capture The Flag Map for Unreal Tournament

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My Roles: Designer

In one of our level design course, we were tasked with designing a multiplayer capture the flag level for Unreal Tournament. Together with my teammate, Sherman, we designed & playtested the map. Our map takes place in an ancient Egyptian tomb and it is designed to accommodate fast pace action and combat. The course thought us about the importance of play testing to find flaws such as camping spots, and about the various level design styles and techniques commonly used in FPS maps.

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Game & Level Design: Work

First-Person Shooter Adventure Map

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My Roles: Designer

For this assignment, I was tasked with designing an adventure map that will make use of the template FPS gameplay given by our lecturer. I decided to make temple map using a hub-and-spoke style design where the player will have to finish various puzzles in order to reach the final goal. You can find the level design documents and iteration reports for this assignment below.

Game & Level Design: Quote

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