
Crazy Lily is a high-octane top-down shooter set inside a decrepit nuclear submarine. Lily, a potted planted gone sentient, has broken out of her terrarium in search of sunlight - only to find herself at the bottom of the sea, amidst mechanical ruins littered with cryptic text. Tight corridors and sharp corners emanate a menacing presence, filled to the brim with angry pufferfish hellbent on ramming Lily and turning her into a pincushion.
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Behind the crowd, however, lurks a duo of specialists who took a more tactile approach to putting down this underwater prison riot. One lobs explosives whilst the other subtly creeps around to shoot Lily, making an otherwise straightforward escape very complicated.
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Fortunately, Lily is not without means to counter these threats. Armed with a selection of self-defense tools corrupted by mutant marine life and the ability to throw her weight around, Lily must batter and blast her way out of the submarine room by room!

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Role: UI/UX, Game & level Designer
Genre: Top-Down Shooter
Engine: Unreal Engine 4
Team size: 14
Duration: 8 Weeks
Platform: PC (Itch.IO)
WEAPON DESIGN
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Research on weapon systems in 2D progression action games.
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Sketches for proposals of a Battle rifle, Shotgun, Plasma Rifle & grenade weapon designs.
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Flowchart creation functionality of Battle rifle.
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Directive brief creation for the Battle rifle.
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Testing & Establishing Metrics.
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Prototyped and implemented assault rifle functionality.
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Iteration based on playtest results.

Battle rifle
ENEMY DESIGN
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Preformed Research on enemy systems in 2D progression action games.
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Created Sketches for proposals of Grunt, Grenadier & swarmer enemy designs.
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Flowchart creation functionality of Grunt enemy.
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Directive brief creation for the Grunt Enemy.
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Testing & Establishing Metrics.
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Prototyped and implemented Grunt functionality to implement an intelligent enemy that reacts based on player movement, and the enemy counters the assault & plasma weapon.
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Iteration based on playtest results.

Grunt enemy
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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Prototyped and implemented health regen functionality to ensure a space where players could safely regen their health to encounter new fights.
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Checkpoint

Health regen point
PROGRESSION DOORS
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Prototyped and implemented progression door functionality to ensure that the player cannot proceed or backtrack when fighting in a chamber.
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Progression door start of the chamber
Progression door end of the chamber
GAME/TECHNICAL DESIGN
LEVEL DESIGN
SKETCHING
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Sketched gameplay moments on how the different enemies (grunt, grenadier & swarmer) could be used keeping the enemy and character metrics in mind.




GYM LEVEL
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Built gameplay moments in a gym level.
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Playtested the sections with members of external parties.
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Iterated upon them with received feedback.


BLOCKOUT
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Combined blocked-out gameplay moments from team members and me into one playable level.
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Playtested the sections with members of external parties.
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Polished gameplay based on action points from testing.


UI/UX
AMMUNITION COUNT SYSTEM
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Prototyped and implemented a system displaying the ammunition left in the weapons.
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When reloading, the ammunition will reset to 100%.
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Created to give additional feedback to the player about their weapon status.

Progression door start of the chamber
ONBOARDING
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Sketches for proposals of how the onboarding UI should look.
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Prototyped and implemented a system that displays all the information needed about:
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Controls​
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Health
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Checkpoints
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Weapons
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Throwables
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Created to onboard the player with the information needed to play the game.
Onboarding UI controls

Onboarding UI weaponry

PROGRESSION ARROW
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Prototyped and implemented a system that displays an arrow whenever the player has killed all the enemies within a chamber.
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Created give additional feedback to the player when they have completed a chamber.

Progression Arrow
PROJECT ROLES & CONTRIBUTIONS
GAME/TECHNICAL DESIGN
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Brainstormed game idea.
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Research into the game design of 2D progression action games.
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Sketches of weapon & enemy behavior/scenarios.
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Flowchart of weapon & enemy behavior.
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Creation of weapon design proposals.
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Creation of enemy design proposals.
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Prototyped & implemented a weapon.
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Prototyped & implemented an Enemy.
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Metric establishment.
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Weapon & Enemy design directive.
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Prototyped & implementated a Checkpoint.
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Playtest/Iterations.
LEVEL DESIGN
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Research into level design of 2D progression action games.
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Sketches of maps & scenarios.
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Block-out of maps & scenarios within personal gym level.
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Collaborating with designers, I Combed maps & scenarios into one playable level.
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Created/adjusted a difficulty curve to fit our intended design.
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Playtest/Iterations.
UI/UX DESIGN
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Prototyped & implemented a Onboarding UI.
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Prototyped & implementated a Navigation UI.
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Prototyped & implemented a system of weapon HUD Element.
PROJECT MANAGEMENT
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Led the team.
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Monitored work done by other team members.
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Made sure content was in line with the end deliverables.
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Communication management.
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Meeting set-up.
LEARNINGS
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How to design & implement a weapon system in collaboration with a programmer.
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How to design & implement enemies in collaboration with a programmer.
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How to create a checkpoint system.
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How to create a progression door.
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How to perform proper level design according to a level design pipeline.
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How to lead a team within a multidisciplinary environment.