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monoman.png

Role

Game & Level Designer

Team Size

Solo

Project Link

Length Of Development

2nd October 2023 - 1st March 2024

Genre

Platformer

Software

UE5, Word, Excel, Forms, Teams, Photoshop, Premiere Pro

Trailer & Walkthrough

Project Overview

Monoman is a fun, challenging, monochromatic 2.5D side-scroller platformer with unique character movement that draws inspiration from the likes of Celeste, Inside and Mega Man 11.

My main objectives with this project was to create a cohesive & enjoyable game, cater for players of varied abilities and gaming experiences and implement a number of different design methods used to increase and maintain player engagement.

Key Contributions

  • The purpose of the storyboard was to help establish and set a narrative for the game.

  • The moodboards gave myself a good set of platformer references for various sections of the project such as mechanics or pacing.

Storyboard & Moodboards

  • I utilised a pre-production heavy agile game development process so that I would be able to conduct extensive research.

  • The development timeline was split into weekly sprints that accustomed into balancing this project with my other modules efficiently.

Gantt Chart

  • I established core gameplay loops and arcs that you'd often find in most platformers.

  • Mario and Megaman were the specific games I looked into due to them being movement-based platformers.

Core Gameplay Loops & Arcs

  • I looked into the camera, character and controls of similar platformers like Celeste, Megaman and Hollow Knight and used those to form the three Cs.

  • Adjustments were made to them after every round of playtesting - character movement in particular was important for me to get right due to the project's focus on cohesiveness and enjoyment.

Camera, Character & Controls

  • I created diagrams of a combination of both common and unique mechanics and obstacles found in platformers.

  • Gravity Guy and Velocity Noodle were some of my inspirations for these - I liked how movement-oriented the mechanics were.

Mechanics and Obstacles

  • I designed areas of the level in text before sketching out what sections within that area could look like.

  • This approach was inspired by a Steve Lee video and I found it to be quite useful for me.

Initial Level Rationale

  • The sketches combined into full levels which I then implemented into Unreal.

  • Tweaks in character movement combined with feedback from playtesting resulted in many iterations.

Level Iteration

kishoten.gif
  • I introduced the chaser laser in a safe environment, used it later to increase the difficulty of a gravity section, brought back mini versions in a harder gravity section and parted ways with it at the end of that section.

  • This is a method often seen in Mario games as a way to use new obstacles to spice up the game.

Kishotenketsu Implementation

Post-Mortem

This is my end presentation slide deck. You can also click here to see the PDF of my design document.

Camera, Character & Controls

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