top of page

My Level Layout

Bobby-2.png

This was my level designed for and implemented into Time Ascent. As Time Ascent is a time-based parkour game, the level is meant to be a particularly difficult obstacle course. Should the player master the movement mechanics, the course rewards them with a satisfying, momentum-based flow from start to finish with plenty of close calls to avoid! The level provides high satisfaction as a byproduct of the thrill of the difficulty.

Click the image to expand!

Time Ascent (2022)

Reality is broken and time is frozen.
 

The only way to stop this madness is to confront your inner fears and navigate this treacherous new landscape. Complete parkour levels with your newfound dashing ability while dodging traps and ascending this dangerous environment. If you're quick enough, you may be able to reverse the damage done to time itself.

My Roles:
3D Modeler
Surfacing
Sound Design
Level Design

Time Ascent was my first major game, and where I first tried my hand at level design. My primary role was 3D modeler, in which I created many environment assets form start to finish, as well as sculpted, retopologized, and textured character models. Through this project, I sharpened my skills in working quickly and efficiently in groups, and greatly improved many soft skills such as communication and time management.

My favorite role in the game was designing my very first level, which made it into the final release! As a new game designer at the time, I was able to try my hand at this role I dreamed of having, creating something I would be incredibly proud of!

Try it here: https://kartho.itch.io/time-ascent

  • LinkedIn

© 2024 by Roberto Garza III. Powered and secured by Wix

bottom of page