POLLO ELEVEN
AN ADVENTURE BEYOND THE BOUNDS OF SPACE
ROLES
DESIGN LEAD
GAMEPLAY PROGRAMMER
PROJECT INFORMATION
Genre: 2D Action Platformer
Studio: Lumi Studios
Duration: 4 months
Engine: Lumi Engine (Custom)
Platform: Windows
Tools: Lumi Engine, Unity (Prototype purposes), Figma
CONTRIBUTIONS
As the design lead, my responsibilities were to design the vision of the game and implement them in a commercial engine (Unity), before integrating the systems and features into the custom engine. I also assist with assets integration, hosting playtest sessions, and game balancing.
• Define the design vision and creative direction through an iterative process
• Conduct weekly sprints for designers and gameplay programmers
• Design the game mechanics, combat systems, and AI behaviors
• Craft the level design through intensity curves and weighted molecular design
• Prototype the game vision in Unity to ensure feasibility for the custom engine
• Establish guidelines and documentations to ensure consistency in metrics and systems
• Integrate gameplay features from Unity prototype to the custom engine
• Host playtest sessions to gather feedback and iterate on gameplay features
CORE ENGAGEMENT
As an intensive action platformer, players will frequently encounter fast-paced gameplay scenarios, faced with multiple obstacles and enemies simultaneously. To meet the demand of such gameplay, the player controls are designed to be highly responsive and precise, testing the player’s reflexes and strategic thinking abilities.
LEVEL DESIGN
Using graphing theory, I deconstruct the original gameplay concept and visualize them as a series of nodes and edges that represent spatial relationships. The nodes correspond to the areas where enemies and traps are located, while the edges and their weighted values denote the connections between nodes and the difficulty of advancing forward.
DESIGN PROCESS
Intended to be challenging while fair and balanced, the level design underwent a series of iterations with playtesting and refinement throughout the development process. To fine-tune the pacing and difficulty of the levels, I used intensity curves to aid in determining enemy dynamics and platform placement, ensuring the level is challenging without being too frustrating or overwhelming.