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

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!

Previous
Previous

Ubisoft NEXT Level Design Entry: QUERI Infiltration

Next
Next

TTT_PolarBase