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      • David's Day Off
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    • About Me
  • Home
  • Creations
    • Mech Showdown (Lobby)
    • Mech Showdown (1v1 & 2v2)
    • TDH - Lobby
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    • David's Day Off
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  • About Me

David's Day Off

My Responsibilities

- Owned the level design process for three levels from 2D maps to fully playable environments

- Pitched and prototyped multiple puzzles using Unity tools and scripts 

- Worked closely with Designers and Programmers to design and implement puzzles and the final boss fight 

- Worked closely with Artists to implement textures and animations into the project 

Game Information

David's Day Off is a 2.5D game where players use their trusty club to fend off enemies and defeat the boss who's captured their students.


This game was created for the 2023 Indiecade Hidden Heroes Game Jam by 10 Bradley University senior capstone students.


David's Day Off ranked 3rd overall and in gameplay among 33 entries in the game jam.

Click Below to Download!

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3 things I learned:

  • Designing short & engaging levels - By focusing on the flow of the game, I could use the fast-paced flow to make levels short, but engaging. 


  • Designing short & engaging puzzles - Same as the levels, by having a fast-paced game, I worked with programmers to keep puzzles short but rewarding for completion.


  • Working within Deadlines - Learned to prioritize tasks within the 48-hour deadline efficiently. 

My Design Process

I began by designing 2D layouts of the level while collaborating with Designers and Programmers to determine enemy layout and level flow. I designed the levels around the idea that "5 minutes of awesome is better than 30 minutes of mediocre," a quote that our professor would tell us, so I kept the levels short and engaging.

Intro Level: 


I designed this level to introduce the main two mechanics of the game, melee combat & phasing. I implemented three unique situations where the player would use these abilities, adding in enemies between these puzzles to keep players engaged. 

Second Level:


Building off of the last level, I designed a puzzle where players would need to throw their club to remove the fires and progress through the level. I used a bright metallic red for the material to grab players' attention and kept them placed in visible areas for players who may not notice the material/color.

Third Level:


In the final level, I designed a puzzle utilizing the player's abilities where players who completed the puzzle would make it to the final boss without fighting any enemies while players who chose not to would have a risk of entering a room with enemies. 

Final Game Screenshots

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