Game & Level Designer
PC & PS4
Unreal Engine 4
25 person team
32 Weeks total
12 Weeks of production
P.A.I.N.T is a third year project that we worked on for 32 weeks. However, actual production of the final product started in the last 12 weeks.
In this cooperative third-person shooter, you take control of the P.U.N.K.’s. Rebels that shoot their way through an evil factory with high-powered paint blasters. Sabotage the tyrannical corporation and fight your way through their factory to achieve the highest chaos score!
The first 16 weeks of the project I had the role of lead designer, where my responsibilities were:
– Find, set and safeguard the vision of the game to create a coherent product.
– Manage and lead a multidisciplinary team of 25.
– Authored and reviewed design documentation.
– Designing of features, systems and prototype them.
In the last 16 weeks, my role became level design lead.
– Create the player movement, mechanics, different sets, playtest and balance it.
– Design of enemy spawning systems and partial implementation.
– Setting level design pillars and vision including macro-level design.
– The level design of the entrance, middle and paint zone.
– Oversee QA of all levels and set dressing process.
– Created a HUB level where players can explore whilst waiting for their friends.
– Creation of level interactables like score boosts and implementation of objectives.
Designed the entrance and middle zone
– Researching the architecture style and our reference titles, finding a way to combine the best of both.
– Started to create moments and a gym level to gather data, involve artists in this process to create a coherent vision.
– Block out a couple moments into a playable state with all mechanics present and start playtesting.
– Sketch the final layout and create the whiteboxed version.
– Playtest and itterate with the team and externals.
– Sync up the vision with the artist doing the art pass and discuss intended gameplay.
– Check in with the art pass process and give feedback. Meanwhile implement audio and finalise technical features.
– Do a maintain gameplay pass once the level is art passed and playtest.
In this process I started with a big digital whiteboard noting my findings. The sketching after was done on paper and I started working in engine right after. Using Unreals level editor and Blueprinting.
Create a zone where production takes place
In the production area’s we tried to make it look and feel alive. We wanted to showcase that something is being made here. I created the ink storage area that is used to give the suits the grey color.
This area was build around the broken machine objective. This machine pumps the ink throughout the factory breaks, undoing all your work of painting the area and painting it grey. The player has to shoot the exposed weak points of the machine, manage the enemies and be careful not to fall into the ink.
– Created whiteboxed version of the level based on the concept and iterated on them based on user feedback.
– Designed and implemented the environmental hazards and machine objective.
– Helped set dressing and guiding that process.
– Bug testing and break testing of the area.
guide the concept to complete level process
As level design lead I was responsible for all level content. This means:
– Setting up a pipeline, from blockout to fully art passed product. Including different passes like lighting or audio.
– Setting the level design pillars, references and the macro level layout.
– Creating the benchmark level and establish the level design direction.
– Bug testing features in the playable environment.
– Do reviews of the work of my peers and ensuring its up to standard.
– Maintaining a playable and stable build for events like playtests, build review or showcasing it to stakeholders.
– Include user feedback and setup a loop of continous user playtesting.
– Regularly test the levels to ensure a stable networked experience
The first level content that was made public for the game, after 6 weeks of production.
Designed and implemented enemy spawners and score boosters
In the game we only have systems of enemies spawning when the player is not looking in that direction. With this open architecture style this created some issues and not enough enemies spawned. To fix this issue I designed and implemented spawn areas, where enemies walk through a door, spawn in an elevator or jump down from balconies. When enemies spawn behind a closed door you canno see them so they spawn.
I designed and added score boosters that would give the player the choice to gain more points by shooting statues or other highlighted objects instead of enemies. I created the outline of the objects and this was implemented into all objectives later.