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ORIGAMOIDS

GAME & LEVEL DESIGNER

DETAILS


Engine - Unreal Engine 4
Team size - 12 developers

Platform - PC
Released - Itch.io
Project duration - Eight weeks 

GAME DESCRIPTION


A single player game where players are escorting an object along a path while protecting it from harm by 'jousting' against incoming threats. Featuring low friction and three dimensional movement, directional thrusting and speed boosts.

Origamoids_prototype.gif
Combo Ability Mockup Step 4.png

PROTOTYPING FLYING 

As a designer my task was to make flying feel highly responsive enough to dodge obstacles and protect the nest in both 2D and 3D versions.

ENEMIES

Together with other designers and programmers I developed the waves' system and balanced the amount of enemies per waves.

Origamoids, flying.png
Lvl_1_1.png

3D TO 2D

The project started being 3D and I was one of the major responsible for shifting to 2D. This includes new gameplay mechanics and almost an entire redo of the concept.

3D LEVELS

I developed one 3D level for the game and due to the complexity of flying on a 3D space while protecting the cargo from enemies I proposed to the team to shift from 3D to 2D to ensure an overall better gameplay experience.

Lvl_1_3.png
Origamoids 1.jpg

2D LEVELS

As a level designer I had the responsibility to redesign the level layouts due to the 3D to 2D gameplay change while keeping in mind the goal of the game and the mechanics that the player will use to achieve said goal.

GAMEPLAY MOMENTS

Due to the lack of time and resources we decided to design "gameplay moments building blocks" that could be placed in the levels to create interesting moments and control the levels' flow.

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