Level Design, Socials, Print advertising, everything really.

Samira:

Taken from Time

Client
Game Design Capstone Project
YEar
2023
Platform
PC
Tools
Unity & Adobe Creative Suite
Steam
Play it Now, free on Steam!

The Challenge

Make a game from ideation to publication in 4 months...

The capstone for my game design minor was to actually make a playable game in 4 months, and not only playable but one that was ready for publishing. It was hard. I treated it like a job working 20-40 hours each week on top of being in 4 other classes and a senior in college with plenty of other commitments. It was grueling, but I've never felt so proud of anything I've done in my life.

In a team of 6 people (including myself) with all different roles, we came together to create something uniquely ours, and fully published it free-to-play on Steam. It's not perfect, but in the time that we had and the work we all contributed, I'm so happy with our puzzle/adventure game.

My Role(s)

Level Designer

From ideation to prototyping to blockmeshing, to final build, I was creating the shape and feel of all 4 (initially 5 but due to time limits it was cut) levels throughout the game using Unity software.

Environment Designer

Using assets purchased in the Unity asset store I also designed the maps that each level takes place in. We take our titular character, Samira, through many different environments, and hopefully each one feels unique to the one that preceded it.

PR Coordinator

Once we reached beta development stage, between bug fixing, I also worked to get all of our assets together for marketing purposes. I designed two print design posters, prepped images for use on socials, and wrote copy for the game's steam store page.

Videographer

I'll never claim to be a great videographer, but I got the job done! The video above is the official launch trailer also found on our steam page to promote the game.

Design Process

Design Inspiration

As an environment and level designer for Samira: Taken from Time, I had the opportunity to create immersive and visually stunning worlds that transported players to another time and place. My work involved designing and constructing intricate levels that challenged players with puzzles and obstacles while maintaining a seamless gameplay experience. Through careful consideration of lighting, textures, and atmospheric effects, I was able to bring to life the game's fantastical settings, from ancient ruins to mystical forests. My passion for creating engaging and memorable gaming experiences is evident in every aspect of my work on Samira: Taken from Time, and I'm proud to have contributed to such an exciting and engaging game.

Level Design Ideation

It's crazy to me that a project so large started with something as simple as post-its and plain paper, but it did. Our team, which we later decided to name ourselves Lazy Acorn Studios, devoted 9 hours of our class time to concepting and brainstorming. At the time we were nervous because even at the start, we felt the time crunch of where we were versus where we needed to end up, but having a clear idea of what we all wanted to see made it easier to realize that goal once prototyping came around.

Vertical Slice - January

  1. We started by thoroughly understanding the core concept, themes, and narrative of Samira: Taken From Time. This helped align level designs and mood boards with the overall vision of the game.
  2. I began conducting research and gathering visual references that capture the desired atmosphere, art style, and historical elements relevant to the game. Look for inspiration from various sources such as art, movies, architecture, and real-world locations.
  3. I compiled the gathered references and created mood boards to establish the desired mood, aesthetics, and visual direction for the game. There was special focus on elements like lighting, color palette, textures, architectural styles, and any specific historical periods or locations the game draws inspiration from. For Samira, we drew a lot of inspiration from African Mythology and stories that the special effects designer, Henry Agyemang knew from his time spent with family in Ghana.
  4. We developed the gameplay goals for the initial levels. Determine the intended player experience, progression, and any specific mechanics or features that need to be incorporated into the level designs.
  5. I finished out my time in preproduction creating rough sketches and blockouts of the levels. This involves laying out the basic structure, including paths, obstacles, key points of interest, and potential puzzle areas. I focused on establishing a sense of flow and pacing within each level, considering both navigation and gameplay challenges.

Alpha & Beta Launches - February & March

  1. I collaborated with game designers, artists, and other relevant stakeholders to gather feedback on initial level designs. Henry and I iterated and refined the layouts based on their input, making adjustments to improve the overall gameplay experience and align with the moodboards and visual direction established earlier.

  2. Once the basic layout was approved, I began adding more detailed elements to the level design. This involved refining the terrain, adding props, integrating visual storytelling elements, and fine-tuning the lighting and ambiance. I paid attention to creating a cohesive and immersive environment that aligned with the established mood and atmosphere.

Master & Gold Master Launch - April & May

  1. I conducted play tests to evaluate the level's gameplay flow, difficulty, and overall player experience. From player feedback, I iterated on the design to address any issues or areas for improvement that emerged during testing.
  2. I coordinated with other departments, such as development, SPX, sound, and narrative, to ensure seamless integration of the level into the overall game experience. I collaborated closely with SPX to apply the desired aesthetics, ensuring that the level design and visuals worked harmoniously together.
  3. Once the level design was complete, I ensured proper documentation of the design decisions, including gameplay mechanics, enemy placements, puzzles, and any other relevant details. This documentation proved useful for future reference and for communicating the design to the rest of the development team.
Advertising & Game Launch

As a social media content creator for Samira: Taken from Time, I had the privilege of working on materials that helped promote and build excitement for the game. Using my expertise in image editing and graphic design, I developed visually stunning posters and social media posts that captured the essence of the game's fantastical worlds and characters. I carefully crafted each piece of content to highlight the game's unique features and storyline, creating a cohesive and engaging narrative that resonated with fans.

My work helped build a strong online presence for the game, generating buzz and increasing engagement across social media platforms. I'm proud to have contributed to the success of Samira: Taken from Time by developing social media materials that effectively conveyed its magic and mystery to the world.

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