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:
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​Designed and tested all game mechanics.
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Created half of the levels in final game.
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Scripted and designed UI/UX.
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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.
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Some poor task prioritization when using scrum methodology, especially early in development.
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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.
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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.​
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From conception to launch, the game deviated very little from the design pillars initially outlined.​
 
Features
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Swinging and zipping to grapple points
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Bouncy and sticky surfaces
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Six (6) levels of increasing difficulty
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Dynamic animations
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Decorated Pixel-art Environments
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Developer Easter Eggs
 














