Level & Game Designer

After Us: Factories

Duties: Level, Systems, Puzzle, and Combat Encounter Designer. 

Tools: Unreal Engine, Blender, Photoshop, paper and pencil.

“Factories” is composed of three buildings producing different “products”: boxes, cars and meat. I owned the two first and worked on the third one conceptualizing and prototyping systems, and creating some rooms.

Tasks

Box factory and Car factory

  • Translated the concepts provided by the art department into gameplay situations.
  • Structured and built the entirety of the stage while balancing pacing, visibility, composition, narrative and the conceptual requirements of the creative director. 
  • Brainstormed and designed game mechanics.
  • Set up the first light pass to better show my intentions to the environment art team.
  • Communicated with the artists to brief the relevant spots and intentions. 
  • Prototyped combat areas.
  • Provided ideas for the visual narrative.

Meat factory

  • Conceptualized and implemented a prototype Blueprint for the height-changing pools of oil.
  • Created a few rooms, including the one destined to present the height-changing pools, and the freezer with the hanging meat.

Additional Credits

Ghost animals were placed by Laura Roldán.

Level-specific game mechanics were designed between the creative director (Alexis Corominas) and me.

Interactable sprouts were placed by Laura Roldán, while their “jigsaw” compositions with the grass patches were done by me.