DEVELOPMENT INFO
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Role: Level Designer
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Game: Gravitas
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Engine: Unreal Engine 4
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Genre: Physics Puzzle Platformer
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Development Time: 6 months/2015
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Game Type: Singleplayer
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Team size: 13 developers
RESPONSIBILITIES
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Collaborated with teammates on the design and construction of four levels
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Imported and added animations to the main character, using Blueprint
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Built two scripted sequences for level 4 (area 1), using Blueprint
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Collaborated with other teammates to stitch final meshes, using 3DS Max
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Internationalized game to Portuguese
TRAILER
GAME OVERVIEW
Gravitas is a single-player, First Person, Physics-based puzzle-platformer game for Personal Computer (PC), in which a mad artist subjects the player to a series of gravity-based exhibitions. In this game, players traverse an art gallery in space, using gravity manipulation as their main mechanic. As a new pupil that just got into the space facility, players must solve art pieces, under the guidance the Curator – a small, mad robot that expresses his art through gravity and cubes. In order to do that and understand the Curator’s vision, players have a gauntlet, the artist brush, which allows them to create gravity fields (pulling forces) in specific wall panels, manipulating puzzle pieces to progress.
GAME PILLARS
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Ah Ha Moments: to constantly surprise players, showing them new applications of the mechanics and new aspects of the theme in clever and funny ways
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Aesthetic: to create a facility that represents the curator puzzle art, built so it always emphasize the best appreciation of the art pieces
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Consistent: to deliver tight controls and a consistent visual language applied throughout the game, keeping a reliable set of rules
GALLERY
TASKS BREAKDOWN
Gravitas was a very collaborative project, in which many assets were developed by different teammates, working on different development stages. As a level designer, I performed tasks from gameplay prototyping, to designing maps, whiteboxing, adding final gameplay, and placing meshes. On top of that, I also worked with blueprints, scripting environmental objects, gameplay sequences, and character animations. Towards the end of the project, as we moved to Beta, I also worked on translating the game to Portuguese and stitching art assets to improve the lighting effects.
To navigate in each session, click on the buttons below!
LESSONS LEARNED
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It is not possible to please every team member
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Proper scheduling and planning are very helpful
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The importance of a good pipeline
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Long time to unify the vision
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Two team members lost throughout development
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Analysis Paralysis
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Overscope led to crunch
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Positive collaboration between teammates
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Core mechanics solidified early
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Aesthetics gave us freedom for puzzle design
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Frequente playtest sessions