
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.





A early concept puzzle room currently under development, featuring a maze and gap jumping puzzle.

An early concept switch puzzle room I developed in early greyboxing.

An early concept wire-conducting puzzle which took advantage of an electricity mechanic prototyped by our team.

A top-down perspective of one level's floor map we designed.

A more difficult floor map we concepted later into development.

The second stage of our tutorial area we concepted as part of a major redesign to our level design process.

The first floor built on our new level design process, which saw floors and rooms introduced in more bite-sized, modular pieces.

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!