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Narrative Designer

CHIPP: A Sub-Par
Adventure
Unity

A year long capstone project created for my final year at Sheridan College. Followed the production pipeline from pre-production to full development including iterative phases of level design, rapid prototyping weeks, playtesting, pitching and documentation. This game is designed with the intent to release commercially on mobile and iPad. 

Level Designer

Concept Artist

Game Designer

Process Work

Research

Conducted research into what made a putt putt, mini golf game fun. Tested both digital games with similar concepts as well as physical golf courses to gather data and compare and contrast our design intentions against present designs. 

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Design

Designed several pitches for themes we could structure our dungeon around such as casino, belly of the beast, fire & ice, clocktower, underwater and a monster face dungeon design. Included in these designs are unique mechanics that could be taught, tested and challenged for each. 

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Gray-Box Prototype

Using the research and the blueprints I created I constructed a gray-boxed level. It took several variations and multiple playtesting sessions to nail down an iteration that flowed well like a golf course and still maintained an RPG  dungeon feel. 

Scoping down the overall dungeon was a challenge with four level designers that held its own challenges.

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Alpha Build

Once the feel and flow of the dungeon was set in place I worked towards additional refinement and iterating on pain points while looking to create more memorable opportunities for our players experiencing our game for the first time. 

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Documentation

As with any game live documentation  was slowly evolving throughout our production cycle. The levels, narrative, characters and details surrounding the game and level filtered into the ever growing GDD.

It was important that everything from visual references to blueprints, mechanic designs, enemy concepts and designs were included to maintain consistency in our game.

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Blueprints

Full top down overview of the various dungeons I had designed for my teams game. Each dungeon had its own unique theme attached to it. Our final design was a clocktower themed dungeon. 

Mechanic Designs

Some early mechanic concepts I designed for my teams game utilizing the various dungeon design pitches we were testing out.

Gameplay Clips

Various gameplay clips showcasing the levels I designed in our final dungeon. 

Concept Art & Enemy Designs

A bubble diagram outlining the progression system that I designed for my Bioshock level showing the teach, test and challenge zones as well as key audio, character interaction and drop locations throughout.

Dev Logs

Two dev logs created during the production of this game exploring puzzle design and best UI practices for mobile porting. 

Puzzle Design:
The Unifier Between RPG and Golf in Games

Designing UI:
Taking a Mobile Focused Approach

Title Art

The title art for our game that I created as well as for our team business card designs

Narrative Structure

A visual design document I created to showcase to my team how the narrative would work in our full game, how they interconnected and our primary and secondary conveyers.

© 2023 by Charlotte Cook

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