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Level Layout

After much testing and integrating much valuable critique, this was the final level design used in-game. It is much more streamlined than the others, but still use their depth and ideas.

Accompanying this image was a detailed breakdown of each room, which was provided to the team.

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Second Level Layout

This was the first version of the levels created that was tested in-game. Although it is unused, many of its most important aspects are still utilized in the final design.

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Level Sketch

This was the first level design I sketched. Although it was unused, it helped establish many of the ideas the game is meant to utilize.

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GDD Monster Abilities

A section of the GDD I created which details some of the Monster's abilities.

ENTROPY (2023)

A drone is awakened for maintenance within a mysterious production facility. Repair the structure's systems, discover the fate of the crew, and evade the cause.

My Roles:
Game Designer
Level Designer
Environment Designer
Project Manager
3D Modeler
Sound Design

I was responsible for the core design of the game, such as progression, player abilities, monster abilities, story, and level design, balancing everything together. I also modeled the tools both the player and monster utilize respectively, as well as created much of the sound design. Through this project, I learned how to further optimize project management, enhance my ability to construct and balance a game idea from top to bottom, as well as refine my skills in idea development and communication.

My favorite role in the game was to design the monster abilities, as its actions are meant to compliment each other, allowing the character to combine its moves to attack the player. Its combination of actions work in tandem with the environment, as well as player abilities, to create a dynamic experience when facing the monster.

Try it here: https://lauri-silva.itch.io/entropy

Rough Room Sketch

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This was a very rough sketch I created, showcased to highlight my thought process.

This sketch was meant to further level design at a micro level, and there are a few more like it. Each element is meant to communicate and guide the player, while breathing life and atmosphere into the room.

After approval and critique, much clearer descriptions and designs were given to the team to work with.

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GDD Progression

A section of the GDD I created which lists each objective as they appear, and what upgrades they give the monster. This is one of the primary ways progression is communicated throughout the game.

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