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Genre

Puzzle Game

Platform

IOS/Android

Role

Game and Level Designer

Tools Used

Unity

Team Size

7

Project Duration

12 Months

I served as the Primary Game and Level Designer on Fracter, a dark puzzle experience for IOS and Android.

I designed the core light-driven mechanics and gameplay from the ground up. Players used light as a means to open pathways, defeat enemies and solve puzzles in a unique and eerie mobile experience.

 

I prioritized the creation of modular elements which could be used in a variety of puzzles and challenges, cutting down on the amount of individual elements the team would need to develop, saving on time and costs while streamlining the overall production process. 

The game exceeded our employer's expectations, and released July 13th, 2018 on the IOS store, and was later ported to Android, PC and Nintendo Switch to critical acclaim, being nominated for several awards.

Responsibilities 

Game Design

  • Propose and develop a system of light-based puzzle gameplay, iterating and refining throughout a 12 month design process.

  • Develop and test mechanics that make use of light, testing and adjusting as needed to create unique and engaging puzzles for players. 

  • Continue to adjust mechanics throughout design process based on playtest feedback. Develop a targeted and enjoyable experience for the mid-hardcore gaming audience.

Level Design 

  • Sketch and prototype dozens of levels, employing and combining mechanics to achieve different experiences and gameplay variations.

  • Conduct in-person and online playtesting. Incorporate feedback and make adjustments to improve player experience.

  • Refine and iterate upon gameplay and levels to develop them into the seven featured in the final game.

  • Maintain flow and learning curve through introduction of more complex puzzles and challenges. Playtest and incorporate user feedback to ensure a steady pace.

QA & Scripting

  • Report and log QA issues that arise. Work to identify potential repro methods, causes and fixes for issues.

  • Make small adjustments to scripts to update functionality and solve problems where needed, freeing up development team for larger issues.

  • Use prior scripting knowledge to help describe new mechanics, and estimate scope of work they would require.

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