Sunline
DESCRIPTION
Sunline is a 9 month development project by Liminal Loop Games aimed at creating a 3d action-adventure experience.
Roles
Product Owner -Organized and built product backlogs, project planned, Acted as a final reviewer for all programming, art, and level design work to be implemented.
Lead Designer - lead a team of 6 designers to create 5 levels of gameplay with narrative and dialogue.
Level Designer - Designed our first main level, developed in-depth art to design work and implementation pipelines.
Quality Assurance Lead - Brought the game to 3 Games Testing sessions weekly, created feedback forms, formatted and analyzed testing data.
Documentation - Created visual design documents, Design Documents, Asset lists, pipeline specification docs, and many other living and non-living documents to organize all game-related data and information.
Level Design
Below is Sunlines first level which introduces the player to the city for the first time as they travel upwards to intercept a radio signal.
Process
In creating this level I worked very closely with our environment artist.
Together we planned the location.
I set the player's goal and objectives, grey boxed the level, and then put it in front of testers.
Then as we tested our artist dressed the level visually, and as we got feedback we repeated the process.
Iteration
Team Members
Grace Tuohey-Kay ( Lead Producer), Ryan Corning (Producer)
Matthew Lovetere (Lead Designer), Ian Urban (Level Designer), Christian Roby (Level Designer),
Carter Ivancic (UI Designer), Jack Dirstine (Dedicated Tester), Keegan Nakano (Narrative Designer)
Leah Peterson (Lead Artist), Stone Eaton (Lead Animator), Allyson Lee (Environment/ VFX Artist),
Lillian Clarke (Animator)
Gavin Lechner (Lead Programmer), Clementine Hassouni (Gameplay/Graphics Programmer),
Evan Koppers (Gameplay/ Tools Programming)