Lunch a Palooza from Seashell Studio is a game successfully launched on Steam, Xbox One, Playstation 4 and Nintendo Switch. I joined the project from the early stage of development. Aside from this I’m Operational Lead and founder of Seashell Studio with responsibilities of production and running of the company.
Development and Teamwork
All production from the beginning to end was involved in a brainstorming process since this was the first released product of the studio. All the founders were in a back and forth of roles. It allows me to understand Teamwork, Ability to give and accept critique and ability to listen and work with a multidisciplinary team.
Level Design
I designed with special attention some of the levels with a notable acceptance in players and critics, keeping the project achievable and strongly focused on quality.
Brainstorming: I start to establish the context of the level, what the player will be experiencing, how I will create an unique creative experience without sacrificing the theme and aesthetics. For that I shoot ideas and references into a Game Design Document focusing my mind on tree main pillars:
Game limitations: The dos and don’ts of the project itself.
Target: Why will players be enjoying the level?
Personal Inspiration: Today I like trains “Maybe my level should be about trains”
Game limitations: The dos and don’ts of the project itself.
Target: Why will players be enjoying the level?
Personal Inspiration: Today I like trains “Maybe my level should be about trains”
Top-Down / Camera view Design: I draw a rough design to work out how the level plan will look, It can be done in many ways in order to have a reference of layout and element. Sometimes it is necessary to make other designs with new angles or an approximation of the camera view.
Concept Test: Aside from top-down / camera layout, I build a mockup in Unity so I can test the initial mechanics and focus my process on an iterative polishing process.
Concept Test: Aside from top-down / camera layout, I build a mockup in Unity so I can test the initial mechanics and focus my process on an iterative polishing process.