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Lost Circus

Project Breakdown

​For my last project at AIE, I was put in Team Quail, a group of 10 other bright and eager game developers ready to create a truly memorable project.

 

And for this project, there were no restrictions. We had 5 months to create whatever we wanted.

LostCircusLogo_edited.jpg

​Summary

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​Project Details

 

Time Frame: 30 work days (Mar - July 2021)

Team Size: 11 (1 Producer, 3 Designers, 4 Artists, 2 programmers)

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​My Roles

  • Level Design

    • Designed main and tutorial levels

    • Iterated on level concepts based on mechanical project restrictions and feedback

    • Organized rooms and objects

    • Managed object hierarchy to perform with gameplay mechanics

    • Created prefabs

    • Imported art assets

  • Collaboration

    • Playtested and held playtesting sessions based on level iterations
    • Participated in Scrum framework and daily standups

    • Worked with mechanics designer and programmers to tweak game mechanics based on playtesting

    • Logged and kept track of work done via Hack n' Plan

    • Created minor functionality scripts

    • Recorded minor sound effects

    • Uploaded work via Perforce

level concept 1.jpg
final design.PNG

From this...

...to this!

Planning

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​After being set to our own devices, Team Quail piled together game ideas from every member and voted on our favorite ideas. We decided on a 3rd-person horror game (that's not too scary) about escaping a mysterious circus. We called it "The Forgotten Circus" as a working title.

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I was designated as the level designer, making me responsible for creating rooms and sticking them together, along with throwing in obstacles and peppering in enemies throughout those rooms.

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I immediately began concepting out ideas for levels (shown right).

level concept 1.jpg

Concept 1

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The main level's design after a single day of building. The resemblance to the final product is already starting to show in certain places.

props1.PNG

Prototype

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In-engine, the level was put together using tiles aligned in a grid.

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I started adding prop blockouts to the scene to get a feel for where things would go throughout the map.

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I also added placeholders for where I felt enemies and important items should go (as soon as they were made).

level design day1_4.PNG

Things like slopes and ledges were eventually cut because gravity is a finnicky element to conquer.

Alpha

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The Alpha stage of our project is where we began to apply custom textures to the game objects, starting with the walls and floor.

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In addition to working on the main level, I had also begun setting up a layout for the tutorial level. I made a set of rooms that could easily be connected together, that way we could adjust the order that the players would experience the tutorial!

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We were now able to finally throw in the enemy monsters, using the convenient developer tools the programmers made to set up their behavior.

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I even got to help out with sound design by recording some foley sound effects!

topview2.PNG

I made the toybox "rummaging" sound by shuffling around a bunch of knick-knacks I own in a big pile.

I made the rollercoaster munching sound by hastily eating doritos.

The updated level layout, with colored markers

tutorial_chambers.PNG

The tutorial level segments in their first iteration

arcade room before.PNG
arcade room after.PNG

Detailed props start getting added!

Beta

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At the beginning of the Beta phase, Kevin, Tristin, and I formed a "level design strike force", and looked over all of the levels' rooms and deliberated on changes that needed to be made.

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Most of the changes were small, such as moving small objects, but some of the changes required removing or redesigning entire rooms.

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Lots of polish was added during the beta phase, including detailed props, refined AI, and a set of black "roof tiles" that I helped put over the edges of the map, so the outside of the map appeared to be a sheer abyss.

mirrors.PNG

The hall of mirrors has actual mirror textures now!

roof tiles.PNG

A set of "roof tiles" covers the players' sight of anything outside the level

final design.PNG

The final layout of the main level

Release​

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I learned a lot from this project, especially in the realm of level design. Every part of a level should have meaning, it's own contribution to the player experience. And through my work with Team Quail, I have not only gotten better at crafting those experiences, but also at balancing and reshaping my work.

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Working on Lost Circus was a delight, and I thank my teammates who all pitched in an enormous effort to make the game as good as it can be.

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