GAME DESIGNER
LITTLEFIELD STUDIO
MACHINIKA ATLAS
Release: September 17, 2024 (PC, Mobile)
Team of 12
Here is a letter of recommendation written by my amazing CEO to summarise my past experience at Littlefield Studio :
Machinika Atlas is the direct sequel to the puzzle game Machinika Museum. Atlas shares similarities in its gameplay but is more ambitious with more complex puzzles, an extended narrative, diverse environments, and a first-person view movement system.
My roles:
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Design the game flow and pacing of the game.
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Design and document the puzzles and gameplay.
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Implement the scenes, animations and puzzles in Unity Engine using our custome made blueprint tool.
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Manage the game design section of the project.
My work on Machinika Atlas has been particularly instructive for several reasons. Due to the small-scale nature of my team, I often find myself collaborating closely with professionals from various fields, which involves producing effective documentation and maintaining good communication, especially when my responsibilities led me to mentor my more junior colleagues. The fact that the entire gameplay of the game consists of puzzles prevents us from reusing the same design twice in the game to consistently surprise players. This constraint allows me to produce creative design work throughout production and practice understanding players to provide them with a smooth and intuitive experience.
Furthermore, my position within the project allows me to think about the precise design of numerous features surrounding the puzzles. This includes camera behavior, storytelling, user interface, and the overall user experience.
Most importantly, it is my responsibility to integrate the puzzles I've designed into the game engine using a blueprint tool developed by Littlefield Studio. As a result, I've spent numerous hours in the engine working on scenes to implement the puzzles and identify and fix bugs.
MACHINIKA VR
Prototype Project
Team of 2
Alongside my work on Machinika Atlas, I took on the design of a VR prototype game.
My roles:
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Design the game flow and pacing of the project.
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Design and document the puzzles, gameplay and UI.
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Adapt existing assets to fit the VR prototype.
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Analyze the unique challenges of developing a VR puzzle game.
I collaborated closely with a programmer to develop this prototype using minimal resources. Due to budget and time constraints, we relied heavily on preexisting assets from other Littlefield Studio games. Repurposing these assets for VR posed an interesting challenge and spurred creative problem-solving, not unlike my design experiences at Labsterium Studio.
Working on a VR project had been a long-time aspiration of mine, and I was thrilled to finally have this opportunity!