top of page

Gemini

Level Designer | Environment Artist
Gemini: Level Design
Gemini: environment

Description

Gemini is a 2D side-scrolling, action-adventure platformer, set in a fantasy-themed world, where elements reside within gifted ones. Our heroes, Zeth and Azuri, blessed with the power of Ice and Fire. Cursed and bounded together to a single entity by the evil Ancient One. It is up to them now to manipulate their abilities to traverse through the harsh environments, combat malicious creatures lurking within and to ultimately put an end to the ancient ones' reign & undo their curse!

 

Players have to switch between Zeth and Azuri to cross obstacles and defeat enemies in order to take down the Ancient One.

 

Roles

​​

 

 

Duration

Sept 2016 - April 2017

(Joined January 2017)

 

Team Size

6

 

Engine 

Custom Engine 

Level Design

 

After joining the team, I was tasked to redesign levels for the game after game mechanics were tweaked and changed with feedback gathered from play-testers.

Roles

  • Designing levels on Microsoft Excel, then transferring them to the game engine

  • Designing the levels with the rhythm and intensity curve I wish to deliver in mind 

  • Play-testing and iterating the levels 

  • Placing the final art into the levels once the level is finalized

Building Levels in Engine

  • Designing levels using Microsoft Excel for team comments and documentation.

  • Built levels in the engine, play-tested and iterated them. 

  • Implemented art when the level is finalized.

Environment Artist

I made the environment art for the Desert Environment of the game. All pieces are made such that they are modular and can be placed quickly to populate the level.

Roles

  • Finding reference pictures and games for the game environment

  • Drawing the platform tiles so that they are modular and able to build levels quickly.

  • Drawing the background so that the pieces are large and able to quickly populate the area without much it looking repetitive. 

  • Ensuring that the environment looks alive by having subtle movement in the screen (in terms of the environment).

  • Placing all art assets in the game engine.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Traversal obstacles​ ​​

The traversal obstacles have different enemies, combinations of hazards, and solutions to cross the obstacle. Each combination has a different complexity and difficulty to them.

Obstacles make use of the characters' Ice Platform and Fire Dash to cross the obstacles. The switching mechanic is also taken into consideration when crafting each obstacle's complexity and difficulty.

Enemies are also introduced to create another layer to the obstacle. The same traversal obstacle can be used, but with the enemies added, the circumstance of using the same moves to cross the obstacle would change. This increases the complexity and difficulty of the obstacle.

The intensity curves are also drafted for each level so ensure that the difficulties does not spike, or that the level gets too repetitive in terms of intensity. The graphs is also referred to during play-tests to make sure that the difficulty is as what I have intended. 

Iterations and changes are made along the way until the final level design. 

Elements are also changed as the level progresses to make sure that the game does not feel repetitive and a new challenge awaits. Obstacles can also be overcome depending on the player's play style as they have multiple solutions for how to cross them.  

 

This is also where players start to use the switch mechanics more on the fly (esp. when new obstacles are introduced), use mechanics to fight bosses, and quickly traverse obstacles. This creates more complex and intense sections of the level.

Gemini | DigiPen Institute of Technology Singapore

Gemini | DigiPen Institute of Technology Singapore

Play Video
bottom of page