Ministry of Broadcast

Platforms: PC, Nintendo Switch

Release date: 31. 4. 2020

Engine: Game Maker 2.0

Steam Page

MAIN RESPONSIBILITY: THE WHOLE GAME

The first four levels (Day 1) were already created when I joined the project.

The remaining 12 disproportionately bigger levels were my responsibility.

Story drafts, theme and location picking, new mechanics, design documentation, content, pacing, overall structure of the game.

These are just a few of the topics on which I heavily participated.

FROM IDEA TO A FINISHED LEVEL

1. Based on the assignment I started with drafting individual modules as well as providing the initial composition of these into a level.

2. Once approved, I started making a blockout version of the level. Searching for the right dimensions for each space as well as placing an interactive layer that did not require additional programming.

3. In cooperation with the rest of the team I took care of each level from draft to the final version.

GIFS WITH DESCRIPTION

- Helped with communicating with remote team members.

- Made easier to detect dead ends and unwanted alternative solutions of each section in preproduction.

DIVERSE GAMEPLAY PROVIDED A WIDE RANGE OF LEARNING OPPORTUNITIES.

- slow-paced puzzles with multiple outcomes.

- tense platforming sequences.

- exploration-driven segments with secrets and hidden collectibles.

 

 

MAIN RESPONSIBILITY: THE WHOLE GAME

The first four levels (Day 1) were already created when I joined the project.

The remaining 12 disproportionately bigger levels were my responsibility.

Story drafts, theme and location picking, new mechanics, design documentation, content, pacing, overall structure of the game.

These are just a few of the topics on which I heavily participated.

FROM IDEA TO A FINISHED LEVEL

1. Based on the assignment I started with drafting individual modules as well as providing the initial composition of these into a level.

2. Once approved, I started making a blockout version of the level. Searching for the right dimensions for each space as well as placing an interactive layer that did not require additional programming.

3. In cooperation with the rest of the team I took care of each level from draft to the final version.

GIFS WITH DESCRIPTION

- Helped with communicating with remote team members.

- Made easier to detect dead ends and unwanted alternative solutions of each section in preproduction.

DIVERSE GAMEPLAY PROVIDED A WIDE RANGE OF LEARNING OPPORTUNITIES.

- slow-paced puzzles with multiple outcomes.

- tense platforming sequences.

- exploration-driven segments with secrets and hidden collectibles.