Rob.Bot
10 days work
Project information
Game genre : Puzzle, Plateformer
Engine : Unity
Team size : 4
Role : Level Designer
Context :
Rob.Bot is school project where you control 3 differents robots in space wrecked ships full of treasures. This project was a opportunity for me to work on a game genre I had difficulty with during my previous years at Gamesup. It helps me a lot to improve myself.
Video Walkthrough
My workflow
Of course the first step of this project was to brainstorm with my teammates to create our game concept with the constraints of the exercice (Unity, 2 weeks etc).
My first personal job on Rob.Bot was to allow time on research about our 2 biggest inspirations Trine and Portal series.
During the conception phase of the project, i also did research about the potential graphic aspect of our project. I also do that to work on my comprehension of the Game artist job.
The first task i've done on my level was to create a moodboard in order to find inspiration and idea of how I will build my map.
After creating my moodboard I tried to use it to draw a sketches of my level rooms by rooms.
I create a layout of my level via draw.io in order to set up my ideas in a 2D space.
After being satisfied about my map I started the 3D version with the blockout using Probuilder in Unity.
The second part of in engine job was to put the script made by my tech designer in the level to script him. Like the laser trap on this screen.
I also made during these 2 weeks a document to resume my work and my design intentions.
And my final task on this project was to spend time playtesting my level in order to find bugs and iterate my puzzles.
Level Design Document
Galerie
Team mates
Guillaume
Jacquemin
(Tech Designer)
Pierre
Besson
(Producer)
Julien
Alves
(System Designer)