Chipp: A Sub-Par Adventure

Standalone year-long Unity Project

 

Chipp: A Sub Par Adventure (2022-2023)

Collaboritive?: Team Project // Tools: Unity, Adobe Suite, FL Studio // Timeline: 1 Year

Role(s): Level Designer, Composer

3D dungeon crawler with golf-like mechanics.

Contributions

  • Procedural level designs: mapped, balanced, implemented, and playtested over 30+ room layouts across 4 floors.

  • Documentation: Level maps, Game Design Documents, etc.

  • Implementation: Used team-developed assets and gameplay ingredients to synthesize cohesive puzzles across 4 floors.

  • Balancing: Modelled, balanced, and iterated on enemy designs, gameplay ingredients, and event triggers based on developer and player feedback.

  • Soundtrack: Composed, mastered, edited, and revised music for game audio based on playtesting and developer testing of tracks in-game.

Creative Problems

Collaborative Level Design: A Dev Log Exploring the Process

Over the course of development, several challenges emerged. Some of these challenges I had the opportunity to explore in dev logs which would document the problem, the strategy to solve them, and the next steps to follow up.


One such devlog I wrote explored how best to collaborate in-engine with other level designers who were greyboxing and working on features in the same scene, beyond simple version control techniques. Click to read more!

Later, I explored how best to rapidly iterate on musical and sound design ideas by using existing ludo-audio conventions in various game genres. This would ultimately help our team save time as my help was also needed elsewhere. Click to read more!

Ludo-Audio Development: Working on a Limited Time Frame
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