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Alpha Sea 

Platformer 

University Second Year Group Project  Project 

Status:                                               Done                                            

Project Type:                                    University Team Project

Development Duration:                   7 Weeks                                     

Roles:                                                 Developer & Level Designer

Software:                                           UE4                                             

About: 

This project is about Alpha Sea, an oil rig company that is located in the Persian Gulf. Your goal is to survive and rescue the others who are trapped within the rig. You can do this with your trusty fire-axe which allows you to break through destructible objects. With the use of puzzle solving you can also find other ways to navigate the rig, these include, vent-crawling, making holes in certain walls, finding a keycard to grant access to a higher clearance area. It was created during a seven-week project during university by a team of 7, which included myself as the level and gameplay designer, Evan Wrynn: Programmer, Lucien Doe & Jamie Wood & Jasmine Lepori : Concept Artist and Chris Betts & James Watt: 3D Modeller and Texture Artist.

During this project, we worked on two levels for the game and my responsibility was to created Level Bravo. This included the Gameplay Design, Level Design and FX. For the Level Design, I tried to make it as accurate as possible by researching blueprints of real Oil Rig to replicate for the game. Once I had my 2D design and after getting feedback from my team I went on to create the 3D Blockout that were eventually filled with assets created by the production team. I was also responsible for creating flowcharts and descriptions of how the levels would play out, which was a good starting point to creating the mechanics I would need for this map. 

Level Design:
 

Screenshots:

Responsibilities:

As well as the Lead Level Designer, I also had to delegate tasks during our daily scrum meetings, to ensure we had the correct assets created. I created many of the mechanics in the game such as Fire, Extinguisher, Smoke, Gas masks, Ladders, Fuze Box puzzles, Keypad/cards, vents, torch and batteries. Alongside this, I also created the FX within the level as well. Another role of mine was to organise playtesting sessions so we could receive feedback on the game and could prioritise bug fixing as well as tweaking the game accordingly. 

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