ROGUE LITE HACK & SLASH
LEVEL DESIGNER
Early Development Trailer
Roguelite Hack & Slash with procedural persistent maps
and legacy features.
PROJECT BREAKDOWN
Role duration: 5 months
Softwares: Unity, Sheets, Jira
Team size: 25
Remote
Milestone: Alpha
SKILLS
Level Design
Integration
Procedural Generation Design
Remote Communication
Navmesh Management
RESPONSABILITIES
Outposts Design for a Rogue Lite Hack & Slash:
Outposts creation in Unity, Design of the procedural generation settings, Implementation of situations in the generation system
Navmesh system management:
Agents setting, Pathfinding management, Props implementation with their colliders
CONCLUSION
This was my first experience in full remote, challenging me on my communication and autonomy.
During this project, I have learned a lot about level iteration and outpost design, especially because of two challenges:
The first biggest challenge of these outpost designs was to create spaces that could be approached in different directions, allowing me to create experience variety (direct combat, stealth, platform).
The other one was the persistent feature. Depending on the player's choice, the outposts can become "upgraded" or "destroyed". So I had to iterate on the situations to create new experiences.