*Bad Magic is the team name*
- Owned the level design process for the castle, forest, and ruins areas of the multiplayer level
- Pitched and Prototyped a second map with various design docs and outlines for possible implementations
- Worked closely with Designers and Programmers to concept and design gameplay
- Worked closely with Artists and the Creative Director to maintain consistent visuals throughout the map and implement environmental storytelling
- Worked with Designers, Artists, and Programmers as a team of 40 to create a functional 3D PvE game
Wicked Wizards is a 3D Networked Multiplayer Character Based FPS where you and three others can fight off enemies to help corrupt the world. This game was my capstone project in my Senior year, and the team consisted of about 40 people, with my role specifically being in Level Design as part of the world team.
Prototype (v1):
I began expanding the prototype map by first adding levels of elevation throughout the map and adding a river to impact the game visually and via gameplay by slowing players who walked in the water, encouraging them to take the bridges.
Prototype (v2):
Playtests showed us that the verticality in the map was causing a lot of confusion, so I worked with the Level Design team to add mini towers through the map to help players view enemies from afar and create themes for areas so players could tell where they were more clearly.
Vertical Slice:
Players weren't moving around the map as much as we wanted, so I worked with the Design team to concept solutions and we settled on adjusting the gameplay of the map to make players follow an orb that travels through the map, allowing for changes in gameplay with both visually and gameplay different locations.
Production:
At this stage, I began working closely with Artists to concept ideas for environmental storytelling to reward players for exploring the map. Some of those ideas included:
- Adding burn decals to the castle
- Adding map signs to lead players around the map
- Adding a gravestone for narrative purposes
- etc...
Alpha:
The visual and gameplay distinctions throughout the map weren't up to par as we wanted, so I worked with the Level design team and I took responsibility for the Forest and Castle ruins gameplay and visual distinctions. I expanded the Forest location and worked with Designers & Programmers to add bouncy mushrooms in this area while working with artists to visually improve the Castle Ruins.
Beta:
Environmental gameplay felt lacking during playtests, so I worked with Designers and Programmers to add an explosive plant throughout the map to help players take out hordes of enemies and interact with the map more.
Good vs Evil version of the map
Forest Area
Map Overview
Ruins Area
Castle Area
Cave Area
Gameplay 1
Gameplay 2
Gameplay 3
Gameplay 4
Gameplay 5
Gameplay 6
Gameplay 7
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