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technical designer

Temple of Giants

Third-Person, Puzzle-Platformer set in Ancient Greece, 2nd Year Student Project

Roles: Level Designer, UI/UX Designer    |    Engine: Unreal Engine 4    |    Platform: PC    |    Duration: 8 weeks    |    Team Size: 17

Awards

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Best Art Year 2 (Won)

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Best Design Year 2 (Runner up)

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Best Game Year 2 Teacher's Pick (Won)

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Best Game Year 2 Audience Pick (Won)

HIGH LEVEL SUMMARY

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Temple of Giants is a third-person puzzle-platformer set in Ancient greece. In this singleplayer experience you play as Nysa, a greek demi-godess with earthbending powers, who tries to save her mother from a monster who invaded and destroyed her mother's temple.

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Responsibilities/Contributions

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​As a level designer, I had full ownership of the main whitebox level. The level layout was based off rooms. I research puzzle design and created blockouts for 20 rooms as a testing and puzzle building exercise.

Throughout this process I collaborated with an environmental artist and a VFX artist for the full level dressing of my whitebox level.

I was also accountable for the onboarding (rooms & user interface) and aided the design and programming teams by creating technical prototypes of features.

Level Design

pre-production/production

LEVEL DESIGN

Gym Building - 20 room blockouts

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As a Level Designer, I was responsible for the first of the two levels which included an onboarding section and the core puzzles.

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I started by creating a HUB system which enabled players/developers to navigate throughout all the available gyms within the project. My peers really appreciated the addition of this feature as it saved them a lot of time when comparing room or player metrics.

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I focused on creating a 20 blockouts of puzzle ideas using the predefined room metrics. This way, I could easily piece them together when level building. 

I then tested each puzzle rooms individually and singled out those that played well.

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gym Hub feature

Level Building

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My objective for the level was to guide players to a Temple where they would face off the boss. To achieve this feeling of "buildup", I created my level based off a landmark that the player has visual access to throughout their ascension to its top. To achieve this, I used the singled out rooms from my gym level and connected them in a linear path to the top.

 

I conducted frequent level flow playtesting and QA sessions and used the RITE method of testing to ensure that all the feedback was incorporated within my level. 

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During the level dessing, there had been concerns about the scope of the level. After a lengthy discussion with production and environment art, we came to the consensus to cut part of the level which led to the player flow needing adjustments.

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First Blockout

Art Pass - Level dressing

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As a team, we wanted to have a high level of visual quality at the end of the project. I spent a lot of time going back and fourth with the Environmental Artist in order to create a level that not only was of high visual quality, but still kept the original player flow I instigated.

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Due to limited time, I had to continue iterating on my blockout level at the same time as the art pass was being done. To minimize risk, I duplicated the levels in the Unreal Engine and merged the changes as the set dressing was being done. This was an extremely long process, however, it ensured that the level flow was of the highest quality alongside the visuals.

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UI/UX Design

UI/UX DESIGN

Onboarding

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As a UI/UX designer, I was responsible to create the onboarding for the various core gameplay mechanics which were available to the player.

 

In addition to creating the dedicated onboarding rooms, I created a video-based UI which taught the player how to make use of certain mechanics providing an example. My peers and teachers thought that this was a good and efficient method considering the scope of the project.

first room onboarding

Contact me

If you have any questions or want to reach out to me, you can do so using the following social medias.
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