DUCKSIDE OF THE MOON | 2022
full cycle
16 weeks
23 devs
Game Design
Narrative Design
Level Design
Responsibilities
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Shaped the core design and led the design team
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Designed and blocked out the player base
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Established the narrative, characters, dialogue, etc.
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Designed and implemented the onboarding mission
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Led playtest sessions and analyzed relevant data
Unreal Engine 4
Blueprints
Released on Itch.io
PROJECT OVERVIEW
Game summary
Duckside of the Moon is a survival game about Doug, a talented duck astronaut, who gets sent up into space for a research expedition. On his journey, he gets sucked into a wormhole, and he is transported to a mysterious galaxy. His ship has reset, and he's stuck.
This brave duck must find resources to improve his gear and fix his spaceship, so that he can return home to his friends and family. While doing this, he must overcome dangerous environments as he realizes that he might not be the only one up here...
Game details
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Genre
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Player support
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Platforms
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Release date
GAME OVERVIEW
Research and planning
During the concept phase, I was tasked to plan a spaceship for our third-person duck character. The player base was set to be the players introduction to the game, a safe space, and a reflection of the player's progression through unlockable spaceship upgrades.
Responsibilities
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Researched the relationship between base upgrades and gameplay
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Researched hub world level design
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Established design rules and constraints for the base and it's ingredients
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Established paper designs of the base ingredients
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Sketched out variants of scalable top-down lay-outs
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Collected reference images to establish a fitting block-out shape language
One of the earlier sketch iterations for the base
The level ingredients in the base were planned out specifically so that the player follows a natural pathing without backtracking
The summary of my hub world design research
LEVEL DESIGN
Block-outs, modular kits, and level design ingredients
Once we had everything planned out, we moved onto the pre-production phase. For me, this meant creating the block-out in engine following the rules I had set for myself. I created a modular kit for the base and documented the pieces with their exact metrics. This way, artists could replace the pieces with the desired model.
Responsibilities
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Blocked out the base
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Created a modular kit for the base
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Created a modular kit document with metrics for artist usage
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Conducted playtests and analyzed the results
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Implemented level design ingredients with Blueprints
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moving doors, upgrades, air pockets, etc.
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