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Slime Time

 

Role: Level Designer

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Engine: Unity

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Team Size: 4

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Development Time: 4 months

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Platforms: Android

Control a slime as you jump, bounce, stick, and swing your way through an evil testing facility in this 2D pixel platformer!​

Game Trailer

Responsibilities

Level Designer:

  • ​Designed and tested all game mechanics.

  • Created half of the levels in final game.

  • Scripted and designed UI/UX.

  • Handled most all team-to-shareholder conversations.

Postmortem

​What Went Wrong

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  • It took longer than expected to have all team members on the same page with the same vision of the project.

  • Some poor task prioritization when using scrum methodology, especially early in development.

  • Lack of debugging procedures and tools made the process of resolving issues in script take exponentially longer.

What Was Learned

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  • Understand your team's experience when determining scope of tasks and how long they could take.

  • Be decisive when you have multiple ideas for a mechanic or design.

  • Build often, playtest your builds early and often.​

​What Went Well

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  • The team did an excellent job communicating decisions, updating and supporting each-other, and keeping professional.​

  • From conception to launch, the game deviated very little from the design pillars initially outlined.​

Features

  • Swinging and zipping to grapple points

  • Bouncy and sticky surfaces

  • Six (6) levels of increasing difficulty

  • Dynamic animations

  • Decorated Pixel-art Environments

  • Developer Easter Eggs

Gallery

Jordan Rauch

Game Designer & System Designer

  • LinkedIn
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