Strongman: Big Truffle in the Lazy City
– Writer/Level Designer.
– Developed in GameMaker Studio Pro with a team of peers.
– Wrote comic script that served as premise for the game.
– Arrange levels according to my designs with tile set provided by our environmental artist in Photoshop, which are then passed along to our programmer to overlay hitboxes in GameMaker Studio Professional.
– Began in Fall 2012, currently on hiatus.
– World 1 was available to play at PAX East 2013. Playable but unpolished at this time, you can play this build here
1-1: Streets of Buffopolis
– First stage.
– Introduce basic elements of gameplay in safe/controlled environment.
– Early game stages = risks while learning are low.
– All of World 1 was designed with vertical space and platforming in mind as opposed to combat (in 1-1’s case, climbing upwards).
– World 1 takes place in Buffopolis’ ruined streets.
1-2: City Tunnels
– Player starts in similar spot as 1-1’s end, is directed down the pit as there is nowhere else to go.
– Carries on 1-1’s vertical theme with freefall-esque drops as well as climing.
– Takes place in the city’s underground tunnels, stage ends on a return to the surface to give the player a sense of the stages being connected.
– Ending section changed from initial concept due to how Strongman’s movement ended up working.
– Current personal favorite of the playable stages for retaining vertical element but also switching things up to be more close quarters.
1-B: Mayor’s Office
– Arena-like room serves as the setting for the World 1 boss.
– Takes place in the Buffopolis’ Mayor’s Office.
– Starts the player in a hallway so that they can prepare before entering Spudman’s room, door to the room locks when player enters to prevent them from leaving the encounter.
Counterstrike Map: Bomb Defusal
– Counterstrike bomb-defusal map
– Made in Hammer Nov-Dec 2011
– Intended to resemble an urban, street level environment.
– Terrorists must deliver the bomb to the 2nd floor of a building on the other side of the map.
– Counter-Terrorists spawn on an alcove high above said building.
– CT has the advantage due to high ground until the bomb reaches the highly defensible building, at which point momentum shifts and they will have to flush them out personally. They can also opt to leave the perch at any time beforehand.
– Terrorists can make use of the “buildings” and smaller cover to stay hidden until they reach their destination.
Unity Demonstration Levels
– Levels created using provided assets in Unity, late 2011.
– Made to demonstrate design concepts/ability.
– Emphasis on non-linearity and branching paths to the same goal.
– Player is a soldier attempting to infiltrate and bring down the unmanned weapons manufacturer, U-Tech.
Stage 2: Infiltrate the Server Room
– Player exits a freight elevator to find themselves in a central hub, presented with 2 main paths and some misc office rooms they can explore.
– Path 1 is through the (incredibly colorful apparently) air ducts. This path has few enemies but is rather winding and labyrinthine.
– Path 2 is more straightforward through the ruined offices, but has heavy enemy resistance (kamikaze spider drones, bipedal turrets).
– Paths converge to a large encounter and a new elevator to continue the descent.
Stage 3: Finish the Job
– Player is again presented with two options to proceed.
– Path 1 is through the cluttered basement rooms, which serves as a linear set of combat heavy encounters with new variants of old enemies.
– Path 2 takes the player through some narrow catwalks on the outer wall of the facility, less enemies but the danger of falling is present.
– Paths meet before the U-Tech server room where the player must battle a malicious AI occupying a colossal spider drone.
– I am pretty proud of this level as I feel it got the atmosphere and buildup to the finale just right.