
2.5 Platformer in Unreal
Love Me was a team game project built in UDK on a team of 12. I served as a Level Designer, A matinee specialist and I ran lighting passes on every level of the game. Lighting and environmental story telling are an area of interest for me with a genesis in my days doing set design and set construction in theater.
For a 2.5 platformer, lighting isn’t just important for cinematics, and basic visibility. Lighting and environmental design is vital for guiding the player, and hinting at alternative paths, solutions and other aspects of play. It represents a layer of communication from designer to user, a subtle one, but one that impacts the experience greatly.
Want to give it a go? There is a link to install and play at the bottom of this page.

Enemy as Puzzle
Being a part of a level design team means being aware of the other designer's work, and sticking to established metrics of gameplay and design. This is all the more important when the game enemies turn into platforming puzzle pieces that the player uses to navigate the stage. In designing my level, I used enemies to communicate possible paths, and I checked with the other designers to see how they were utilizing the enemies our stages had in common to ensure variety.