ROLE: LEVEL DESIGNER, InteractionS DESIGNER, Design Lead
GOAL: CREATE A FUN AND QUIRKY DINOSAUR FILLED GAME WITH TONS OF STUFF TO DO AND MUCH MORE TO SEE.
DESCRIPTION: DINO DELIVERY IS A THIRD PERSON ADVENTURE/PUZZLE GAME ABOUT A BOY AND HIS DINOSAUR BEST FRIEND AND THEIR QUEST TO RECOVER THE LOST MAIL OF THEIR TOWN.
Tasks: As a level designer I was tasked with set dressing, Placing NPC’s, and designing interactions for the second half of the game.
As a Interaction designer I was tasked with designing and programming in UNREAL’s blueprints most of the NPC and puzzle interactions.
By: TOny Benson DAte: 12/9/18
Joining the team in post production polish stage MEANT that the team already had a solid project in place. The reason for me joining was to help polish the map and take over the puzzle design and PLACEMENT in the game.
Joining a team mid development means there are some things to catch-up on. Even for a team working in unreal there are lost of things that change from team to team.
Custom Scripts, Blueprint organization, File naming and ORGANIZATION, and more.
Re-work / Cut Content
Part of joining the team was to help bring the game to a state of PROFESSIONAL polish. one of our biggest CHALLENGES was going to be filling this huge world with things to do and see. Our plan was to cut part of the world out in favor of keeping the good content that was there. This was my biggest task joining the team. and overall went really good.
First I drew out the content that was in the game, then started brainstorming ways to cut content. After the map was planned out, I started in unreal cutting and shifting the world around the new plan.
After cutting most of the old world we had a better idea for what the game was going to look like. I cam down to placing new ASSETS in the world and doing a first pass on set dressing the world.
Some of my tasks in this stage was IMPLEMENTING quest lines for the player in the second half of the map. starting at the Market area, and continuing all the way to the end.
THe final push for polish was all hands on deck for bug fixing and gold level set-dressing. We gave up on Jira style bug reports in favor of quick iteration bounty board style bug lists. This helped when moving from bug to bug fixing small things in the world or random blueprints that got broken.
Our final month of PLAY-TESTING and bug fixing was a stressful one, fixing fatal errors, working on PERFORMANCE and getting new things in the game constantly that would break things in unknown and interesting ways. But at the end we shipped a product we are not yet happy with.
We are continuing for one more semester, (4 Months) to work out all the extra kinks and ship SOMETHING that will make everyone proud.
Updates to follow: BLOG