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:
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Drafted entire level layout on paper, implementing the block-out into engine.
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Took multiple passes on each area of the level, implementing both original and marketplace assets.
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Tested distances, time to deliver, and gameplay loop while making the community of houses feel realistic.

Level Design
Blockout:
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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.
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This first pass was figuring out where to create height differences and test distances between destinations.




Asset Implementation:
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During this step, the game started to come together with mechanics and art being implemented and ready for testing.
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For some of the more generic assets, I used some from the Unreal Fab store (trees, grass, flowers, hedges).
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Having actual assets of course led to map adjustments that better worked with the spacing.




Release:
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The release build has a full day-night cycle and all of our planned mechanics.
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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.
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The game itself finished 56th overall out of 522 with 45 ratings.




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




Postmortem
What Went Well
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Game design and theme locked in early, accounting for art style and each team member's production bandwidth.
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Fun, simple, and fast gameplay loop.
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Appealing models, art, music, and a focus on how the movement feels make the game very replayable.
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Level design passes went smoothly and the map feels believable and at a good scale.
What Went Wrong
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The level could've used more height variations or hills. Not having a mod-kit also makes many houses feel similar.
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The simple tutorial, while helpful, wasn't enough to guide players entirely. Many players didn't figure out how the upgrades work easily.
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Difficulty initially is high and gets easier as the player gets upgrades and abilities, eventually making avoiding zombies trivial.
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General playtesting didnt occur until the last few days so next to no feedback get implemented.
What I Learned
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While a weekly meeting helps, having more consistent check ins with each area of development is important for helping manage the scope.
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Even with best intentions, plans can still fall through unexpectedly, so being resilient and taking breaks is important.
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A strong initial vision and understanding by the entire team goes a long way for project productivity.
Gameplay Gallery




