Infinity Heist
Game & Level Designer
Unity 3D
10 Day Gamejam
Infinity Heist is an FPS created around the 'loop' theme provided by the gamejam. A team of 9 was the largest I'd worked with on a project like this, but it included experienced programmers and artists, as well as a senior level designer that I worked with to maintain flow and fun.
My responsibilities mostly included designing and iterating on various gameplay elements, making sure they stayed consistent and could be easily understood via a GDD.
Contributions
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Responsible for designing enemy behaviours and weaknesses
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Designed and iterated on 'infinite elemental gun' mechanic
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Designed and iterated on 'looping train' and difficulty mechanics
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Wrote the team's GDD and kept it updated throughout the jam
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Sketched, greyboxed, and finalised three train carriage layouts
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Acted as a producer to a team of 9, maintaining Trello boards
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Designed UI with engagement and clarity in mind
Shortcut Buttons
GAME DESIGN
The design document I created below features some mechanics that were cut for time, but shows how ideas were evolving throughout the game jam. I focused on giving easy-to-understand information on enemy types, UI, levels, and core mechanics. Other brainstormed ideas that fit the 'loop' theme can also be found at the bottom of the GDD.
LEVEL DESIGN
Infinity Heist is set on a train that loops into itself, a unique level design challenge - each carriage needed a layout that allowed it to be completed when entered from the top or the bottom.
I worked with a senior level designer on this project, and was responsible for two of the train's carriages - everything from sketching to greyboxing and a final iteration within 10 days.
We decided to give each carriage a distinctive theme, but with the game having an Obra Dinn-inspired filter and enemy bullets travelling through the environment to reach the player, it was important to have level designs that were spacious, readable, and not too distracting or headache-inducing.