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Project work summary

While working on Booklet's Big Story, I worked on level design. I created the layout for the finale level. I also gave regular critique to other level designers on the team.

ProjecT Summary

Booklet is the only empty storybook in all of the Grand Library! Journey alongside them as they wrestle with feelings of unbelonging while striving to find their own story in this 3D puzzle platformer. Booklet's dealing with some big feelings! Every section of the Grand Library you explore will empower Booklet with an ability they can use to overcome thematic puzzles and conflicts.

Production Summary

Project Title: Booklet's Big Story

Project Platform: PC

Project Engine: Unreal Engine 5

Project Timeline: August 2024 - May 2025 

My Role

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As the primary level designer on Dual Shadows, I was tasked with bridging the gap between the design and art disciplines. I would often be tasked with implementing art assets into the levels. I regularly communicated with artists as to ensure that the art direction of the game was inline with the gameplay intent.​

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While working on encounter design, I bridged the gap between the design and programming disciplines. I would assist our programmers in bug-fixing enemy pathing. I also worked closely with our physics programmer to implement destructible objects throughout the levels.

Level Design Process

When it came to designing/iterating a level layout for Dual Shadows, my process could be broken down into seven steps:

  1. Identify what elements the level needed to include, in order to align the game's experience with the core gameplay pillars

  2. Draft concept sketches of the level with these considerations in mind

  3. Create a level graybox in engine based on the level sketch

  4. Implement enemy encounters throughout the level graybox

  5. Test to see if the level prototype successfully aligns the game's experience with the core gameplay pillars. Continue iterating and testing until it does.​

  6. ​ Collaborate with artists to integrate art assets into the level

  7. Communicate with physics programmer to implement destructible objects.

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Encounter Design Methodology

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​To cater to ranged combat, encounters with larger, more spread out groupings of ranged enemies were created. These groupings needed to be larger as to always give the player a target to shoot. These ranged enemy groupings would be placed in wide open streets/intersections, which encourages more movement and precision shooting. Sometimes melee enemies would be included to keep the player more consistently moving.

When it came to designing/implementing enemy encounters for Dual Shadows, my methodology was that enemy encounters needed to encourage players to engage in both ranged and melee combat. â€‹

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To cater to melee combat, encounters with small, close-together groupings of melee enemies were created. These groupings needed to be small as to not overwhelm the player. These melee enemy groupings would be placed in tight alleyways, which encourages less movement and more brute force to power through them. Sometimes a couple of ranged enemies would be included to challenge the player's skill in melee combat.

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Post Mortem

Working on Dual Shadows taught me the importance of clear communication of both intended player experience and project expectations.
 

There were many times when working on Dual Shadows were it was difficult to complete work, due to lack of understanding of what the intended player experience was. Not understanding what the player is supposed to experience made it difficult to craft levels that felt good for the gameplay. â€‹

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​Project expectations were also very unclear during certain points in the development process. Dual Shadows constantly bounced between being a complete package game and a demo of the game's core experience. Not knowing exactly what Dual Shadows was supposed to be made it tricky to scope work properly.

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After completing the project, I can clearly see just how important communication is for larger team projects. Understanding where everyone stands with the project allows the game to provide a more cohesive experience.

Team Mega Cheeky

​​Producer: Darin Hinze

Product Owner, Combat Designer & Animator: Allen Rocke

Design Lead, UI/UX & Narrative Designer: Andrew Lounsbury

Systems Designer: William Badger

Level Designer: Liam Dunphy

Game Designer: Tucker Wolfson

Art Lead, Environment Artist: Tu Nguyen

Animator, Rigger: Samuel Feiner

Vehicle Artist: Carl Nelson

2D Artist: Daren Phon

Sound Lead: Nicholas Stratton

Programming Lead, Physics Programmer & Repo Master: Jake Baranowski

Systems Programmer: Michael Kirkpatrick

Level Design Contractor: Dennis Baboomian

Narrative Design Contractor: Arija Hartel

Environment Art Contractor: Jason Richter

Character Art Contractors: Kimmy Madera, Breanna Diodati

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