Jackson Clayton

Game Portfolio

Jackson Kenneth Clayton claytoj4@miamioh.edu





TLDR: Solo project shipped on Steam, sandbox collectathon - Unity

My past games were leading to this, design was stuffed with as much personality as possible. Comes from my love of Mario 64 and Psychonauts.

Accomplishments: Used: Unity, C#, Blender, Trello,
GitHub

LEVEL DESIGN BREAKDOWN GAMEPLAY BREAKDOWN

Level Iterations - Circle 4: Greed

Game Introduction:

Each level is an open area with 150 moneybags and 10 Power Shards to collect, along with 1 new ability to buy. You must explore each world to collect enough shards to open the next world.

Design Philosophy:

I designed levels with the goal to make each as memorable as possible. Each has slight Metroidvania elements, unlocking a new ability changes the way you traverse them and opens up previously inaccessible areas.

Level Introduction:

This level is a pivotal point where players get the glide ability. I built this level with narrow paths, unlocking the ability allows you to glide between them. Here's a breakdown of the evolution throughout development.



Level Blockout

Looping layout enhances traversal and combat dynamics.

Layout/Traversal:

Based on the Adobe Illustrator sketch. Routes loop to center.

Combat Sequences/Objectives:

Narrow paths make on-foot combat difficult, promote flying.

Theme/Environment:

Ravine, grassy right area, boardwalk in back.


Vantage Point

New vantage point challenges and enriches exploration.

Layout/Traversal:

New vantage point lets players familiarize themselves.

Combat Sequences/Objectives:

New difficult fight to vantage point.

Theme/Environment:

Slot machine in right area, pachinko in back.


Connecting Areas

Objectives and bridged areas, introducing arcade/casino themes.

Layout/Traversal:

Gap connecting areas. Fly over to skip backtracking.

Combat Sequences/Objectives:

New objectives, like gliding through rings.

Theme/Environment:

Fully themed around arcades and casinos.


Center Area

Lighting revamp leads to mineshaft-themed center with new objectives.

Layout/Traversal:

Wall-run takes you from the boss to spawn.

Combat Sequences/Objectives:

New area to the left of spawn has its own objective.

Theme/Environment:

Center area now mineshaft with shiny gold and blue lighting.


Finishing Touches

Refine landing spots and thematic diversity with city and mushrooms.

Layout/Traversal:

Areas modified to test and challenge gliding.

Combat Sequences/Objectives:

Buildable zipline shortcuts reward thorough players.

Theme/Environment:

Right area has city theme and back has mushroom theme.

Conclusion

The iterative process I went through showcases my dedication to making cohesive levels. I had to make sure that the level fulfilled its role in the game, but also exceeded players’ expectations with impressive design and aesthetics.

This method worked well for refining how the player interacted with the level, specifically in rewarding creative use of the glide ability. The downside was the constantly changing visual theme.



Gameplay/Character Controller - CASTILLO: The Nine Circles

You must explore each world to collect enough shards to open the next world. Each world has slight Metroidvania elements, unlocking a new ability changes the way you traverse them and opens up previously inaccessible areas.



Running/Walking

        

You walk by default.


You can also sprint to go faster.


If you build up a combo, your on-foot speed is boosted.


You must retain the combo to keep the speed boost.




Sliding

    

You can crouch normally.


If you hold crouch with previous speed, you can slide.


You will speed up when going down slopes.


You can use it to aim in other directions during combat.




Ziplines

   

Use ziplines to get to hard to reach areas.


Interact with them by standing under the handle.


You're given a brief boost of momentum after letting go.


Ziplines only go one way.






Diving

     

You can crouch while midair to dive.


Diving increases your falling speed.


You can dive to dodge projectiles or obstacles.


An impact animation plays when you hit the ground.




Double Jump/Fly

   

You can do a midair jump.


You can midair jump at any point in your arc.


Hold jump while midair to glide.


You can only glide for a limited amount of time.