Iron Belly Studios - Game Design/Game Production Intern
Time Frame
January 2018 - May 2018 (5 Months) While abroad in Montreal, Canada for Champlain College's Study Abroad Program Projects Caliber and Class- Level Design for District420 Map, QA Testing Zombie Road VR - QA Testing, User Story and Task Creation Fractured Veil - Creation and Execution of Daily Smoke Tests Hold Your Own - QA Testing, User Story and Task Creation VR Bow Pack - QA Testing Other Tasks Weekly Projects Report in TargetProcess and Excel Daily Task Management and Sprint Check-ins with TargetProcess Installing new computer parts Occasionally watering the many plants in the Office Links Iron Belly Studios Fractured Veil Hold Your Own |
Caliber & Class - District Level
Goals for the level
- Keep sight-lines from capture point to capture point vast and open, the gameplay is supposed to be hectic, and side paths should be appealing to the player because of this.
- The player should be forced to look for players at a different height
- Limit the amount of objects to hide behind
- As the match gets closer to a team's home-base they should have an advantage with height and corners to hide behind
Things I learned from this level
- Blocking a player from going somewhere, and making that blocker believable, is surprisingly hard to do.
- The Unreal Asset store doesn't always have what you need so sometimes a creative solution is required with what objects and walls you have.
- Since players can use both third and first person, corners are really friendly, and ambushes don't come as a surprise most of the time.
- If grenades are added into the game in the future the level will need some rework as it has too many hard corners, thus allowing grenades to be a bit overpowered. This is good though because it shows how weapons in a game can influence and change the levels.