ORE
Couch co-op twin-stick shooter where players escort a resource-collecting rover while fighting hordes of aliens with an arsenal of weaponry
As a Level Designer on ORE, I prototyped maps while we nailed down core mechanics, economy and combat in the design room. Iterating on different styles of levels, such as linear vs. non-linear, and progression-based vs. “static-camera” user-initiated extraction, allowed the team to identify the most enjoyable versions of the game. Our team of students at the University of Utah graduate games program worked on ORE for about a year before publishing on Steam.
Blocked out and scripted unique events for various levels in an iterative process
Established level design parameters and collaborated with environment artists
Collaborated with engineers to create game systems and tools
Designed mechanics with design team and established creative ways to implement features into levels
Facilitated design discussions to produce actionable points for implementation
Created and updated design documents pertaining to all areas of design, especially level design