Keep It Together was a group project at school where we were tasked with creating a game that was either inspiring or depressing and frustrating. Being university students, we obviously chose the latter. I primarily worked on the level design, a big chunk of the coding, and some of the sound design. Play it here!
Keep It Together was something we made in a few weeks with the express intention of us all going out of our comfort zones to try something new.
This was my first time working with sound design and we decided to make all the sound ourselves. To match the paper cutout aesthetic we made all the sounds in the entire game (minus the music) with a single notebook, a paper trimmer, and a vacuum. We also used the sound in tandem with some visual indicators to convey information wordlessly to the player which improved my abilities as a level designer. I’m particularly partial to how we used sound to alert the player to something happening off camera. Also, we used visuals, gameplay, and a decaying soundtrack to effectively convey a certain tone without using words to tell a story, fulfilling a self-imposed challenge of ours.
Unfortunately, the level editor we were using didn’t agree with our engine so a lot of work had to be scrapped or re-worked. While all of the levels I designed made it into the game in some capacity, because everything had to be put in manually the levels were shrunk down and can feel cramped. This also meant the player character had to move slowly to accomodate the levels. This taught me that it’s imperative to have a strong understanding of how they character will move, how big the screen should be, and how the level editor will work before working on other elements of the project.
A unique 4-6 player party card game about deception, anonymity, suspicion, and cheating.
A noir style twine game about a murder. There’s a twist though. You control both the killer and the detective. While a single playthrough might be quick with 200+ unique screens, 19,000+ words, and 20+ endings there’s a lot of different paths to explore.
An abstract puzzle platformer in which you must tear off your limbs to progress. This was a joint project between Max Cronce, Jake O’Neill, and Ethan Chong. Aside from trying out some level design this was also intended to get across a certain tone without using words.
Level Design Analysis Videos (New Shovel Knight Video Up)
Thalassophobia is an experimental tabletop RPG where the GM is the primary antagonist of the party. I made itover the course of four weeks in a class. It’s free to download & play.