
Mushi has to traverse through the forest, encountering harsh weather and a variety of unfriendly enemies and helpful boons that will challenge the player's skill, to collect as many flowers as possible to save the forest.

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Role: Systems designer
Genre: Third-person platformer
Engine: Unreal Engine 4
Team size: 4
Duration: 8 Weeks
Platform: PC (Itch.IO)
WEATHER ENEMY
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Researched Hazards in different climates in traversal platformers.
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Sketches for proposals for the Weather enemy.
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Created a feature design document including noun/verb breakdown to propose the Weather enemy.
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Testing & Establishing Metrics.
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Use of decision matrix to inform design decision.
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Prototyped and implemented Weather enemy functionality. To be functional in 3 different weather types to provide the player with similar but refreshing level design elements that add challenge to and a sense of danger in other climate areas.
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Iteration based on playtest results.






BOUNCY ENEMY
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Researched Hazards in different climates in traversal platformers.
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Sketches for proposals for improvement of the Bouncy enemy.
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Created a feature design document including noun/verb breakdown to propose the Bouncy Enemy.
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Testing & Establishing Metrics.
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Use of decision matrix to inform design decision.
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Prototype & implemented technical improvements for the already created Bouncy enemy. To provide the player with level design elements that add challenge and a sense of danger. But when used smartly can also be used as a boon.
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Iteration based on playtest results.


SHOOTING ENEMY
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Researched Hazards in different climates in traversal platformers.
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Sketches for proposals for improvement of the Shooting Enemy.
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Created a feature design document including noun/verb breakdown to propose the Shooting Enemy.
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Testing & Establishing Metrics.
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Use of decision matrix to inform design decision.
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Prototype & implemented technical improvements for the already created Shooting enemy. To provide the player with level design elements that add challenge and a sense of danger.
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Iteration based on playtest results.


BOONS
VINE SWINGING
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Researched Boons in different climates in traversal platformers.
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Sketches for proposals for the Vine swinging.
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Created a feature design document including noun/verb breakdown to propose the Vine swinging.
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Testing & Establishing Metrics.
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Use of decision matrix to inform design decision.
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Prototyped and implemented Vine swinging functionality. To be functional in 3 different weather types to provide the player with similar but refreshing level design elements the players could use to their advantage in other climate areas.
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Iteration based on playtest results.






BALANCING PLATFORM
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Researched Boons in different climates in traversal platformers.
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Sketches for proposals for the Balancing platform.
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Created a feature design document including noun/verb breakdown to propose the Balancing platform.
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Testing & Establishing Metrics.
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Use of decision matrix to inform design decision.
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Prototyped and implemented the Balancing platform. To be functional in 3 different weather types to provide the player with similar but refreshing level design elements players could use to their advantage in other climate areas.
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Iteration based on playtest results.






MOVABLE BLOCK
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Researched Boons in different climates in traversal platformers.
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Sketches for proposals for the Movable block.
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Created a feature design document including noun/verb breakdown to propose the Movable block.
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Testing & Establishing Metrics.
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Use of decision matrix to inform design decision.
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Prototyped and implemented the Movable block. To be functional in 3 different weather types to provide the player with similar but refreshing level design elements that the player could use to their advantage in other climate areas
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Iteration based on playtest results.






OTHER LEVEL DESIGN ELEMENTS
PROGRESION DOORS
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Prototyped and implemented progression door functionality to ensure that new areas can be unlocked whenever enough flowers have been collected to decide the order of the areas better.
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CHECKPOINT
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Prototyped and implemented checkpoint functionality to ensure a space where the player could safely respawn after the player dies to prevent frustration.​​
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GAME/TECHNICAL DESIGN
HAZARDS
LEVEL DESIGN
BLOCKOUT
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Combining created features from team members and me into one playable level to be able to test the features.
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Playtested the sections with members of external parties.
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Polished gameplay based on action points from testing.




MOMENT-TO-MOMENT
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Created a moment-to-moment roadmap & timeline to indicate how the level looks and plays like, also stating the design intention.
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Created a difficulty curve to quickly read the current difficulty of the level and compare it to the intended difficulty to make changes if needed.



PROJECT ROLES & CONTRIBUTIONS
GAME/TECHNICAL DESIGN
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Brainstormed how to improve the current project.
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Research analysis of performed research about third-person platformers.
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Feature analysis of already-in-place hazards & boons to find opportunities for improvement.
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Researched Hazards & boons in different climates in traversal platformers.
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Brainstormed technical-level design ingredients.
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Sketched technical-level design ingredients.
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Created a feature design document including noun/verb breakdown to propose technical-level design ingredients.
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Prototyped & implemented hazards & boons as technical-level design ingredients.
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Prototyped & implemented technical improvements for the already created hazards & boons.
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Prototyped & implemented level progression doors.
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Prototyped & implemented Checkpoints.
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Use of decision matrix to inform design decision.
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Created a how-to document for other designers on how to make adjustments.
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Creation of macro design document.
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Metric establishment.
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Playtest/Iterations.
LEVEL DESIGN
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Collaborating with designers, I combined all design ingredients into one playable level.
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Moment-to-moment roadmap of playable level.
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Moment-to-moment timeline.
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Created/adjusted a difficulty curve to fit our intended design.
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Playtest/Iterations.
LEARNINGS
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How other games have designed hazards & boons that synergize with climates.
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How to design & create features that synergize with climates.
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How to Prototyped and implement a variety of AI systems.
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How to create a balancing platform.
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How to make an object move along a spline.
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How to make an enemy smoothly rotate toward the player's location.
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How to create a swing that attaches the player at a set location.
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How to create a checkpoint system.
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How to create a movable block.
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How to create a Moment-to-moment roadmap of playable level.
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How to create a Moment-to-moment timeline.
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How to create a macro design document.