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Odette's Last Waltz

Role: Game Designer,

Level Designer

Engine: Unreal Engine 5

Team Size: 8

Development Time: 1 month

Platforms: PC

Use your powerful movement abilities to deliver packages to the customers in the zombie apocalypse!

Made in 30 days for the Bad Ideas Game Jam

Game Trailer

Responsibilities

Level Designer:

  • Drafted entire level layout on paper, implementing the block-out into engine.

  • Took multiple passes on each area of the level, implementing both original and marketplace assets.

  • Tested distances, time to deliver, and gameplay loop while making the community of houses feel realistic.

Level Design

Blockout:

  • While the initial concept shows a more city-like design, I ended up doing something more rural or like a gated community. Given the time limit and only having one 3D artist, we wouldn't have the art capacity to make a fleshed out city.

  • This first pass was figuring out where to create height differences and test distances between destinations.

Asset Implementation:

  • During this step, the game started to come together with mechanics and art being implemented and ready for testing.

  • For some of the more generic assets, I used some from the Unreal Fab store (trees, grass, flowers, hedges).

  • Having actual assets of course led to map adjustments that better worked with the spacing.

Release:

  • The release build has a full day-night cycle and all of our planned mechanics.

  • The general reception was that the game looked great, was slightly too difficult on the balance of the game, but once the player knows what they're doing it's a lot of fun.

  • The game itself finished 56th overall out of 522 with 45 ratings.

Post-Jam:

  • While an updated and expanded Steam release was planned, things fell through. I however did finish a first pass map update that you can see here.

  • The focus was on more buildings and varied spaces in contrast to the wide open lots of the jam release.

Postmortem

What Went Well

  • Game design and theme locked in early, accounting for art style and each team member's production bandwidth.

  • Fun, simple, and fast gameplay loop.

  • Appealing models, art, music, and a focus on how the movement feels make the game very replayable.

  • Level design passes went smoothly and the map feels believable and at a good scale.

What Went Wrong

  • The level could've used more height variations or hills. Not having a mod-kit also makes many houses feel similar.

  • The simple tutorial, while helpful, wasn't enough to guide players entirely. Many players didn't figure out how the upgrades work easily.

  • Difficulty initially is high and gets easier as the player gets upgrades and abilities, eventually making avoiding zombies trivial.

  • General playtesting didnt occur until the last few days so next to no feedback get implemented.

What I Learned

  • While a weekly meeting helps, having more consistent check ins with each area of development is important for helping manage the scope.

  • Even with best intentions, plans can still fall through unexpectedly, so being resilient and taking breaks is important.

  • A strong initial vision and understanding by the entire team goes a long way for project productivity.

Gameplay Gallery

Judge's Gameplay

Jordan Rauch

Game Designer & System Designer

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