Skylanders: Swap-Force
Level Designer
Mechanic Prototyping
Game jamming puzzles and toys around a set theme was a great project for a young designer. It was a lot of trial and error to find the fun, while still being usable by a younger demographic. Some of my favorite toys that made it in were the fishing and rail grinding.
Level Design
I owned two levels with extremely different themes where I had to setup platforming puzzles, encounter pockets, hidden areas and dungeons. Each section was extensively kid tested and iterated on.
Puzzles, Encounters & Events
A game jam of content creation. I was able to make a huge variety of different puzzles and mechanics that I used in the levels. For the encounters I used four enemy types (ranged, melee, anchor, fodder) in a number of different combinations to provide fresh combat encounters each time.
"Huge levels packed full of content and encounters that were setup as sandboxes of fun for the player. "
Motleyville
A sprawling, barren landscape connected by old mine tracks. Once I prototyped out the rail grind for the tracks, we decided it was enough fun to put all over the place. To the poor engineers whose tools requests exploded, I'm sorry.
A lot of fun and thought went into the mechanics design based on the old mining theme. From quicksand, whirlpools, dynamite exploding bridges, and minecart puzzles. It had it all.
Fantasm Forest
Fantasm Forest is one of my favorite levels. I got to create a beautiful landscape and burn it down. I added water balloons and flying firefighter helmets to take on the heat though.