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

Wicked Wizards

Trailer

*Bad Magic is the team name*

My Responsibilities

 - 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

Game Information

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.

****Click Here To Download the Game****Click here to watch multi-pov gameplay

3 things I learned:

  • Working in a large team - With a team consisting of close to 40 people, I learned how to navigate issues when they arise and how to communicate efficiently with everyone. 


  • Designing multiplayer hero shooter levels - I researched game modes similar to ours (ex. Call of Duty Zombies) and took what I learned from how those maps were designed and worked with my team to make this level with the best of our abilities. 


  • How to fail (and get back up) - There were many instances where I didn't perform to the best of my ability on the project due to miscommunication or poor choices, but I worked to learn from my mistakes and improve on my work to be a better Designer and teammate and to create a better project.

My Design Process

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.

Golden Master Screenshots

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

Social

Copyright © 2025 AdamsDesignWorld - All Rights Reserved.

Powered by

  • Mech Showdown (Lobby)
  • Mech Showdown (1v1 & 2v2)
  • TDH - Lobby
  • Wicked Wizards
  • David's Day Off

This website uses cookies.

We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

Accept