Game and Level Designer
Fracter is a dark puzzle experience for IOS and Android. I was brought on to the team at 4L Games as the Game Designer for the project, which already had initial concepts proposed, showing the game off as a haunted house exploration game, and I was given the task of defining the games mechanics and core gameplay loop. Through viewing early prototype screens and drafts of gameplay, I was drawn to the presence of light in the visuals, and its potential applications within puzzles, and began making my own prototypes and sketches to test light's applications as a core mechanic.
From these concepts, I developed a series of core mechanics from the ground up, based around the manipulation of light as a concept, drawing inspiration from the ghostly and unique properties of light, in order to create a unique, challenging, engaging and eerie experience for players.
When developing mechanics and puzzle elements, I prioritized the creation of modular elements which could be recombined into a variety of puzzles and challenges, cutting down on the number of individual mechanics required, and streamlining the design and production process.
The game exceeded our employer's expectations, and released July 13th, 2018 on the IOS store.
Proposed and developed a system of light-based puzzle gameplay, iterating upon and refining it throughout a 11+ month design process.
Develop and test mechanics that made use of light, testing and changing them as needed to provide unique and challenging puzzles for players.
Continue to adjust and add/remove mechanics throughout the design process based on playtest feedback, in order to develop a targeted and enjoyable experience for the mid-hardcore gaming audience.
Sketch out and prototype dozens of unique levels, employing and combining mechanics to achieve different experiences and gameplay variations.
Through internal and online playtesting, refine and iterate on the levels in order to improve upon and develop them into the seven featured in the final game.
Maintain an appropriate learning curve for players throughout the experience, introducing and using mechanics to another and create increasingly complex puzzles and challenges.
Serve as QR tester for the game, reporting and logging issues found in the game, while working to identify and propose potential causes and fixes for issues.
Made small adjustments to scripts where needed to change/add functionality and solve minor issues.
Was able to use prior scripting knowledge to help describe new mechanics, as well as estimate the kind of work the would require.