Jackson Clayton

Game Portfolio

Jackson Kenneth Clayton claytoj4@miamioh.edu






TLDR: Team project shipped to Steam, 3D platformer - UE5

3D platformer which incorporates and merges multiple 3D platforming mechanics using complex game and level design. Made around replayability with a heavy focus on storytelling through game and level design.

Responsibilities: Used: Unreal 5, Blueprints, C++, Trello,
GitHub

SHOW LEVEL BREAKDOWN




Level Iterations - Finale

Game Introduction:

This is a game I worked on with a large team about a little boy who is scared to grow up, I challenged myself to not make any 3D models for it, and to also weave the narrative into the level design as much as possible.

Design Philosophy:

Because I was waiting for artists and designers, the game started out as a simple platformer with no special mechanics. I added in gameplay abilities and level mechanics in reverse order and retroactively put them in previous levels. The scope of this game was smaller than usual so it was easy to retroactively incorporate them.

Level Introduction:

This level works as a final test for all the mechanics in the game, when I added in a new mechanic, I would put a challenging version of it here and then slowly teach it through the previous levels.



Whitebox


This version contains no special mechanics, nor any gameplay abilities other than moving and a single jump. I wanted an emphasis on verticality where the safetey is pulled away for the last sprint. It's meant to be a level about mastery, coming to peace, and stability.



Movement Mechanics


This version was made to accomodate for the double jump ability and air dash, so I have shortcuts you can take using it, along with platforms being spread further apart for it.




Level Mechanics


This version adds in the high-bounce platform, splitting apart the layers much further. I also added in moving platforms, which can move in all 3 dimensions, so the first tests have them only move in the x axis, then the y axis, then x and y, then z, then x y and z as a final test at the end.


Model Replacements


This version incorporated models given to me from my very talented environment artists, I had to mess with the lighting to make sure taht the landable areas were made clear but it was really able to help spruce up the look of the level.



Final Polish


This iteration adds in the double-jump orbs and replaces more assets so that you get a better sense of progression through the level, I add in props that are relevant to the narrative of that level and to the overall story to help reinforce the narrative.

Conclusion

I worked on this project with a large team of talented artists where I had to change my working methods to accomodate their schedules, I think it led to me making a product with a very different process than how I normally work but I love how it came out. Working under these conditons led to me using lots of creative methods to convey what I wanted without being able to make the assets myself.