🎮 My Contributions
- Iterated on blockouts constantly to ensure challenges matched intended skills (e.g., timing, positioning)
- Designed modular levels around momentum-based traversal, wall-runs, and precision platforming
- Used hazards (e.g. fire traps, spikes) and toggle switches to reinforce core mechanics and force creative use of movement
- Built AI systems with behavior states (Idle, Guard, Attack) and elemental damage reactions (Fire/Frost types with shield weaknesses)
- Scripted moving platforms, elevator systems, and logic gates to guide player progression through environmental feedback and visual cues
A.I.
Leylines has two enemy types: Frost and Fire. From a long distance, the Frost Enemy slows down the Player. Fire enemies are fast and deal a lot of damage. According to the situation, they go into three states. Guard, Attack, Idle.
With the right ammo type, the Player can break the Enemy’s energy shield.
Unity, C# Scripting, Custom AI State Machines, NavMesh, Shader Graph
Leylines has two enemy types: Frost and Fire. From a long distance, the Frost Enemy slows down the Player. Fire enemies are fast and deal a lot of damage. According to the situation, they go into three states. Guard, Attack, Idle.
With the right ammo type, the Player can break the Enemy’s energy shield.
To keep the levels exciting and not overwhelming, my team and I challenged the Player with new encounters. Make sure you understand what skills you want to test. In Unity, I make a rough blockout. Ensure that it is fun and playable. After that, I add elevators, moving blocks, hazards, etc. To ensure that the intended game mechanic is used, I test it many times during this process. This game’s core feature is wall running. Levels should reward well-timed jumps and encourage the player to use these abilities. I must guide the Player through my levels. If the Player needs to open a locked door, they need to know where the key is. In order to wall-run, I place fire and spikes on walls. A toggle switch is then added. The Player can run on a wall when toggled on. To clarify the current task, I ask the Player to complete it.
Creating levels
LOCATION: FutureGames
DURATION: 7 weeks
TEAM SIZE: 10
ROLE: AI design / Scipter