As level designer on Lawn Duty, my main task was to create the level designs for the stages, while contributing to the systems. Through this, I continued to develop my skills within Unity, while also learning industry standards for production practices and software, such as JIRA and P4.
Lawn Duty is a 2D Puzzle Strategy game for Android devices. You play Lydia, a teenage girl who has to mow lawns and finish her route as fast as possible so that she can enjoy her weekend - along the way, she will need to avoid gnomes, dodge rocks, drink pink lemonade and rock out to some killer music.
I was in charge of implementing 2 of the 9 levels in the game - an earlier level that used forced user-paths to teach a specific mechanic and a late-game level that expanded on all of the previous elements, combining them into a challenging test of the player’s skills. I also created a number of the scripts that handled the scene management, the scrolling camera, and the sprinkler obstacle amongst other items, all of which provided the ability for the other level designers to change exposed variables, while also being up to our code standard as set by our Lead Programmer.
I was also accountable for the artist on the team, ensuring that the art that was included fit well with the existing art, fit the game and was clean and direct. Finally, I took point on many of the production documents, keeping track of all of our statistics and documentation, ensuring that they were up to date.
While working on a team of four other students, I developed and refined a lot of technical and process skills - including, but not limited to the process of scrum, agile development, working in Unity, specifically the 2D, the Tile-Map and the animator, and working within a team environment for game development. As a member of the team, I developed best practices for using version-control software, team communication and working in a spiral based development process. On the team, we also encountered and overcame a number of challenges along the way, including optimizing touch input controls, communicating often and efficiently with stakeholders and adapting the game based on user feedback.