Jackson Clayton

Game Portfolio

Jackson Kenneth Clayton claytoj4@miamioh.edu






TLDR: Group project shipped to Steam, autorunner shooter - Unity

My team of 4 shipped this “anti-bullet time” autorunner on Steam. I was Level/Game Designer/Programmer and didn't do props/characters/music/story.

Responsibilities: Used: Unity, C#, Maya, Trello, Jira,
GitHub

SHOW LEVEL BREAKDOWN






Level Iterations - Brother's Keeper

Game Introduction:

This game is about stylishly cleaning out rooms as fast as possible. You cannot stop running and must dodge enemy bullets. You need to keep track of how many enemies are in each room and where to survive while steering yourself.

Design Philosophy:

Each level is linear with angles you can bounce grenades off to kill upcoming enemies. The paths give you multiple ways to dodge around them, with varying levels of aggressiveness. The player must decide how they want to approach each area.

Level Introduction:

This is the first level after the tutorial and it drops you into the deep end, there are 3 different main combat scenarios which each give an idea of the best way to dodge in each type of room.



Level Sketch

Teaches game mechanics through good flow and layout.

Layout/Traversal:

Teaches players the main mechanics of the game.

Combat Sequences/Objectives:

Final section opens up to test skills.

Theme/Environment:

Set in office of some sort.


Initial Whitebox

Entrance strategy and grenade tactic introduce combat.

Layout/Traversal:

Enterance gives time before combat.

Combat Sequences/Objectives:

Grenade hungry window rewards curiosity with early enemy kills.

Theme/Environment:

Added basic decorations.


Splitting Areas

Doors and setpieces enhance area-specific challenges.

Layout/Traversal:

Added doors to prevent enemies leaving areas.

Combat Sequences/Objectives:

Enemies properly split between areas.

Theme/Environment:

Started working on textures and lighting.


Lighting

Navigation and cover improved with new lighting.

Layout/Traversal:

Modified geometry for better navigation.

Combat Sequences/Objectives:

Moved cover placements in final area.

Theme/Environment:

Moody intense lighting.


Decorations

Props and decorations enrich combat and theme.

Layout/Traversal:

Modified generic cover with props (cars, etc).

Combat Sequences/Objectives:

Added explosive barrels.

Theme/Environment:

Added posters and props around level.

Conclusion

This level was drawn out and heavily tested early in development, so most of the work later in development was spent focusing on lighting and the environment.

This was a very cut and dried level but has worked well as something I can go back to look at when designing my current levels. I wanted to be as thorough as possible in my design process to help teach myself the principles.