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Odette's Last Waltz

Role: Level Designer,

Game Designer

Engine: Unreal Engine 5

Team Size: 10

Development Time: 8 Days

Platforms: PC

Fight waves of automatons as you dance through the night.

Beat each stage and defeat the boss to win.

Made in 8 days for the The Very Serious Juniper Dev Game Jam

Odette.png

Responsibilities

Level/Game Designer:

  • Drafted all room layouts and implemented the set dressing for each room.

  • Collaborated and designed the flow of the map and jam limitation implementation with the spinning attack and rerolling attack augments.

  • Created and implemented all menus and their functionality.

WaltzTitle.png

Level Design

Design Process:

  • With the game being a rogue-lite, the process of designing the room's block-outs came down to figuring out the size of the room and making different set pieces for each ring of the room.

  • From there, the pieces were used in different orientations to make similar rooms but with enough variation to recognize it's unique.

  • The blue lines here show the walls/low cover where the player can't move through and how there is the center piece and its flipped variants.


     

  • While this blue lined block-out and its variants make up roughly half of the 30 rooms, there are some more unique layouts such as the red and green one seen here.

  • With the set dressing, I used an asset pack to make the different pieces of cover that would fit a stage-play and aligned them with the blockouts.

Gallery

Postmortem

What Went Well

  • Programmers did an excellent job of creating both the necessary mechanics for a rogue-lite and implementing the jam limitations we wanted to add as mechanics.

  • Art direction came together well and the models both created and used from the store were top notch.

  • Level design was believable and high quality in appearance. The destructible objects and traps also help bring more variation to more open layouts.

What Went Wrong

  • There was some confusion on how to transition between stages while fitting a narrative and theme that would make sense to the players, eventually though we locked in on just teleporting the player in-between the curtain animation after each stage.

  • Some more time could've been used on the lighting and upgrade screen polish. Some more advanced visuals for the ability reroll were planned but ultimately cut for time.

  • Our source control did not like using World Partition and it would slow down the upload/download process significantly.

What I Learned

  • Having multiple programmers helped with getting content both into engine and playable.

  • Having specific roles/areas of focus for all team-members also helped produce a lot of content for such a short span of time.

  • World Partition (when using UE) is fine, but a more robust source control should be used that can handle all that data.

Jordan Rauch

Game Designer & System Designer

  • LinkedIn
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