Michael Van Zant
Game Design
Level - Mechanics - Narrative

High Concept:
A 3D Third-Person exploration based game set in a cardboard universe.
Development: 09/2015 - 12/2016
Team Size: 8
Engine: Unity 3D

I crafted a cohesive vision for the title, through both narrative and visuals.

A large amount of levels were created by me to build the game world.

From camera to lighting to asset optimization, I concentrated on making sure the game ran as smoothly as possible.
Something has gone wrong in the Scientists Lab, and the player must help him figure out how to solve their problem. Along the way, the player will run into a number of individuals all with their own problems and in need of help.
Blog:
What went right?
We successfully created high levels of engagement in a combat free game. We have a great art aesthetic, unique mechanics, and a quirky sense of humour that made a game that people don't want to put down once they started. This was most evident during PAX, where most players would play through the entire game, taking up to an hour during the middle of a convention.
What went wrong?
The camera system is the biggest failure in my eyes. It's too basic and not adaptable enough. Transitioning between two camera angles can be too rough. It makes platforming difficult as well, so that aspect of gameplay had to be scrapped almost entirely. Other designers also had a hard time creating levels around the limitations of the camera.
What did I learn?
Don't abandon creative pursuits in the middle of development. Several of the better parts of the game come from concepts we came up with as development was becoming workmanlike.