Team Size: 7 people
Duration: Aug. 2019 - Dec. 2019
- Designed alterations of the game's core gameplay to be consistent with the game's theme
- Concepted, whiteboxed, and implemented new levels following changes in gameplay
- Worked with art team to figure out what assets would be required for level implementation
- Documented the game's level design pillars and practices for future teams to make onboarding easier
Inner Demon is a 2.5D action platformer where the player controls a boy with a unique power to transform themselves into a demon. Using the boy's agility and the demon's offensive capabilities, the player must navigate and fight their way through a city in order to get to safety.
Inner Demon was a project created within MassDiGI for students to submit to game competitions. Although the project wasn't able to reach that goal, I was able to get a great amount of level design experience that I hadn't been able to get in other projects. First was redesigning how level's should be treated as before the core challenge was an inconsistent mix of time-trials and general combat. When the game as altered by taking away the player's ability to freely switch forms while in a rift (represented by the purple-hued box), more possibilities were opened up for level design. Me and the team decided to break levels up into segments that could me put into any order, and we used breakable walls that can only be destroyed by the demon form to separate most of these segments. This gave us an experience that was linear enough for us to rapidly create interesting levels with the limited amount of level mechanics that we currently had.