Sunline
DESCRIPTION
Sunline is a 9 month development project by Liminal Loop Games aimed at creating a 3d action-adventure experience.
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Roles
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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.
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Lead Designer - lead a team of 6 designers to create 5 levels of gameplay with narrative and dialogue.
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Level Designer - Designed our first main level, developed in-depth art to design work and implementation pipelines.
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Quality Assurance Lead - Brought the game to 3 Games Testing sessions weekly, created feedback forms, formatted and analyzed testing data.
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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.
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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.
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Together we planned the location.
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I set the player's goal and objectives, grey boxed the level, and then put it in front of testers.
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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)
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Matthew Lovetere (Lead Designer), Ian Urban (Level Designer), Christian Roby (Level Designer),
Carter Ivancic (UI Designer), Jack Dirstine (Dedicated Tester), Keegan Nakano (Narrative Designer)
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Leah Peterson (Lead Artist), Stone Eaton (Lead Animator), Allyson Lee (Environment/ VFX Artist),
Lillian Clarke (Animator)
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Gavin Lechner (Lead Programmer), Clementine Hassouni (Gameplay/Graphics Programmer),
Evan Koppers (Gameplay/ Tools Programming)
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