Deity Cell: The Junkyard
Overview:
2.5D Metroidvania
Singleplayer
Made as a contract Level Designer for Brava Games
Available on Itch.io
Developed over 3 months
Unity
Small Team
Responsibilities:
Reviewing and redesigning the tutorial sections for the game and iterating on spaces based off feedback from my design leads
Collaborating with programming and art to help ensure that spaces are meeting team standards
Attending design meetings for level reviews and providing feedback in other areas to ensure the core pillars and vision of the game are consistent
Working with tools that programming created for different interactions in spaces
Level Flow
Responsibilities:
Reviewing and redesigning the tutorial sections for the game and iterating on spaces based off feedback from my design leads
Collaborating with programming and art to help ensure that spaces are meeting team standards
Attending design meetings for level reviews and providing feedback in other areas to ensure the core pillars and vision of the game are consistent
Working with tools that programming created for different interactions in spaces
Gameplay
Batteries play a large role in Deity Cell and what allows the player to complete skill checks and solve puzzles through out the game.
While redesigning some spaces I need to keep track of the battery economy throughout the tutorial.
The player uses batteries to open doors and allows them to access other areas of the game.
Hanging Shipping Containers
Part of one of the changes of the tutorial was that there was not enough use of the batteries which were part of the core mechanics in the game and was vital to know about to get through the rest of the game
After brainstorming concepts with my lead and creative director we landed on prototyping and blocking out this hanging shipping container space where the player needs to use the batteries to turn them on and navigate the space.
This takes place early within the tutorial