Requiem
ROLE
Lead Designer
DESCRIPTION
Game Summary
Players control a young man, Isaiah, and travel through seven floors of an interior space. Exploring each floor through platforming, players encounter puzzles and a demon specific to each level’s theme, culminating in the collection of a Remnant of himself. Encounters with a demon manifest in either chasing or hiding. Players finish each level by collecting a Remnant and collecting all seven Remnants completes the game.
YEAR
2019
GENRE
Platformer
PLATFORM
Steam
Engine
Unreal 4.21.2

LEVEL DESIGN

Responsibilities
Creative Decisions
Throughout the project's development, there have been several decisions that have been required in order to maintain the vision for Requiem. As there are only a few mechanics that the player can actually use, a great deal of though went into how they should be implemented. First and foremost is the push/pull mechanic, as it is the main mechanic the player uses to overcome platforming puzzles. Due to technical complications that arose during the development, the choice was made to prevent the player from moving the object unless the player came to a complete stop.
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I designed a dialogue system for the player to interact with non-player characters and specific world objects. When the player approaches one and presses the mapped interact key, a dialogue bubble will appear on the screen, and run through all the text available.
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Designing, prototyping, and implementation of levels into the project.
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I designed the level design document for the third level of the game, Greed.
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I designed the whitebox for the coil map, and implemented the asset pass to it, along with all the systems required for it.
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I implemented the asset pass into the snake stomach map, while designing and prototyping the platforming for the map as well.