Level Designer
Early on in the game’s development I joined the team as a co-op student along with a few others.
I worked closely with an artist on the team, she developed visual themes for the level while I designed different layouts and flows for the level. We checked in regularly with each other and the creative lead.
To begin, we discussed a few ideas and started sketching map layouts based on various inspirations and references.
Next we traced a couple of the maps in Maya to create a basic shape, added height and a few basic shapes, and ended up with an extremely rough greybox. From there we continued to add quick models and continue fleshing out the larger shapes and composition of the level.
Early Prototyper
The majority of my summer was developing early prototypes of various game mechanics, with the goal of getting a feel for how they were progressing. As Cococucumber focuses on the art of their games, another big part of my role as prototyper was putting their models and animations in Unity.
After implementing a quick interaction system, I got to work implementing it in various capacities with models of various objects, enemies, and characters the team had been working on.
Implementing early models and animations of enemies was an important part of the process. It allowed us to get a better feel for the their size and scale of their movement and attack animations.