

Dragon's Escape
This game is part of a project where me and a team of developers were tasked with making a functional game over the course of 4 months. My role in this project was a level designer, where I had the task of designing the layout for a level as well as making and designing the assets that went into the level. I was also tasked with designing and coding the AI for an enemy as well as making the animations for it. I was also in charge of making the gem collectibles and chest as well as the butterfly pickup, which served as health pickups in the game.
Combat Design
One of my roles for this game were designing enemies for the player to fight throughout the game. Specifically I was in charge of the horde enemies which would spawn from a spawner the player would have to destroy in order for them to stop attacking. The horde enemies wouldn't do enough damage to immediately kill the player but would hurt them if not taken out quickly and were meant to eventually overwhelm the player if they don't take out the spawner. I accomplished this by designing the spawner to detect if the horde was still alive, if not it would spawn another wave of enemies increasing by one enemy every time until the spawner was destroyed.


Level Design
For this project I was in charge of designing my own level for the game. My level took place a abandoned building where the player would have to destroy walls with their fire breath while fighting enemies and collecting dragon eggs on their way down the building. I would use enemies and gems to lead the player to the correct path through the level while placing checkpoints for the playing in case they died as well as placing enemies to spawn in the correct place and time by having the player go through event boxes which would spawn enemies in a later portion of the level.
Collectibles & Health
I designed, tested and implemented the collectible gems, chest and health pickups in the game. For the gems I coded three different kinds of them that would give the player different increments of points, giving each of them a different visual style changing the color of each to represent how many points they would give the player as well as giving them a spinning animation and shine so the player notices them. Then, for the chest the player would have to find a key somewhere in the level and bring it back to the chest which would open and spawn a random amount of gems for the player. The health pickups were butterflies that the player can pickup to restore their health and I had coded to where enemies would have a chance to drop them once killed as well as making them drop from the horde spawner once destroyed.





