Game and Interactive Experience Designer
PROJECT DETAILS
PROJECT OVERVIEW
Blackout was a game created in the Unreal Engine for the Ubisoft Game Lab Challenge with a focus on co-op gameplay and puzzle-solving. We wanted to create an experience that would be easy to play, but still offer gameplay that use the co-op direction in an interesting way. The gameplay mainly consisted of moving around and interacting with objects. The goal is to redirect power from your portable generator around the room until you open the next room. The game ends when you restart the base's power generator, returning power to the whole base.
TEAM MEMBERS
David Looss (Producer)
Gregory Miller (Lead Designer)
Avery Follett (Lead Programmer)
Amelia Rose (Programmer)
Alexander Wood (Programmer)
Katrina Mason (Lead Artist)
Patrick Tennant (Artist)
Cameron Howel (Artists)
Cole Swany (Composer)
TOOLS USED
Unreal Engine (Coding and Level Design)
FMOD (Audio Backend)
Adobe Photoshop (Level/Mechanic Design Sketches)
Git (Version Control)
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MY CONTRIBUTIONS
During the development of this game, I was the sole designer on the Man Down team. As the only designer, I worked on:
Planning and Documenting the mechanics.
Designing and building levels and puzzles.
Coming up with the backstory of the game for the marketing.
Creating and editing sound effects.
Creating gameplay logic using blueprints to control sound effects, music, and puzzles.
Worked with the composer to create a dynamic soundtrack that changes as the player progresses using FMOD.
GAME DESIGN DOCUMENT
The planning document for overall gameplay in Blackout.
THE OFFICE LEVEL LAYOUT
The planning document for The Office level in Blackout.