Level & Game Designer

Terracotta

Duties: Level, Systems, Puzzle, and Combat Encounter Designer, Technical Level Designer, Pixel Artist. 

Tools: Unity, Blender, Photoshop, paper and pencil.

My tasks

  • Prototyped levels, puzzles and combat during pre-production.
  • Developed technical level and art solutions to enable the creative vision of the project (combining 2D pixel-art visuals with 3D logic and lighting), with code-free methods for the artists and game designers.
  • Created complete, thorough documentation including visual aids (also did video tutorials) to help the rest of the team build 3D pixel-art worlds and understand, use or modify the technical implementations I had provided.
  • For more details and access to the original documentation I created, please visit this link (shared with their permission).

Left: The procedures I designed to build levels were made to be used with ProBuilder (Unity).

Right: A technical test I made, shared by the team on Twitter. Lighting, normals, water shader and terrain pixel-art were done by me. The water shader evokes a fluid-looking behavior while keeping the pixels perfectly on a grid.

Left: The amount of foam could be changed directly by editing the vertex color data from the mesh.

Right: I also added a slider for the “dryness”.