Jackson Clayton

Game Portfolio

Jackson Kenneth Clayton claytoj4@miamioh.edu






TLDR: Solo project shipped on Steam, 3D platformer - Unity

FPS platformer with outsourced music, released on Steam.

Accomplishments: Used: Unity (HDRP), C#, Blender, Maya,
GitHub

SHOW LEVEL BREAKDOWN




Level Iterations - Soaring Skyscrapers

Game Introduction:

This game is set in a world that is being ripped apart as you destroy robot alien invaders. Height is emphasized in combat and it's important that you get the high ground on all enemies in combat.

Design Philosophy:

I designed the levels to have multiple routes, where taking dangerous or risky combat scenarios will lead to better rewards and faster paths. It's meant to reward exploration and emphasize replayability.

Level Introduction:

This level is one of the first where the player gets the ability to double jump. The level has alternate paths that challenge players to use it in creative ways and understand both how high and far the second jump will get you.



Level Blockout

Fun, sky-high level with two-layered design and height challenges.

Layout/Traversal:

Based on the Adobe Illustrator sketch. 2 layers.

Combat Sequences/Objectives:

Fighting against enemies with a height advantage.

Theme/Environment:

Set in the sky.


Alternate Paths

Added secret paths and tougher combat around flying towers.

Layout/Traversal:

Added second secret path to level.

Combat Sequences/Objectives:

Second path has tougher combat.

Theme/Environment:

Path goes around flying towers.


Extra Platforms

Introduced spinning platforms in the final area without enemies.

Layout/Traversal:

Final area teaches player about spinning platforms.

Combat Sequences/Objectives:

No enemies in spinning platform area.

Theme/Environment:

Puts player over intense drop.


More Paths

Higher, riskier paths offer better rewards and hang off buildings.

Layout/Traversal:

Higher path rewards thorough and risky players.

Combat Sequences/Objectives:

Better weapons and more ammo in higher area.

Theme/Environment:

Higher area hanging off buildings.


Final Polish

Improved combat pacing and enemy placements with better sky visuals.

Layout/Traversal:

Fights properly segmented with closed off areas.

Combat Sequences/Objectives:

Enemy/Ammo placements modified.

Theme/Environment:

Improved sky cubemap.

Conclusion

This is the oldest project in my portfolio but it’s one where I learned the most. This level was initially laid out and then given alternate routes where I was able to experiment with different ways to approach each area.

The method worked well in this case but I can see the downsides of not planning out these initial routes, I had to spend much more time with playtesters to figure out how to properly place the routes after the fact.