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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!

Crazy Lily.png

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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)

Game Design

WEAPON DESIGN

  • 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

  • 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

  • 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

  • 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

LEVEL DESIGN

SKETCHING

  • Sketched gameplay moments on how the different enemies (grunt, grenadier & swarmer) could be used keeping the enemy and character metrics in mind.

GYM LEVEL

  • 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

  • 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/U

UI/UX

AMMUNITION COUNT SYSTEM

  • 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

  • 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:

    • Controls​

    • Health

    • Checkpoints

    • Weapons

    • 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

  • 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
PROJECTS ROLES & CONTRIBUTIONS

PROJECT ROLES & CONTRIBUTIONS

GAME/TECHNICAL DESIGN

  • 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

  • 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

  • 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

  • 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

  • How to design & implement a weapon system in collaboration with a programmer.

  • How to design & implement enemies in collaboration with a programmer.

  • How to create a checkpoint system.

  • How to create a progression door.

  • How to perform proper level design according to a level design pipeline.

  • How to lead a team within a multidisciplinary environment.

Learnings
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