The UI was designed to be simple to understand while giving players important information. Due to the complex maze design of the levels, I added a mini-map that helps the player navigate the map areas.
The classic Metroidvania levels inspired the Mushi Falls level design. Therefore all Mushi Falls levels allow backtracking to previous areas to unlock new abilities. Once a player has made sufficient progress, they can access pick-ups from previous areas to gain these new abilities.
Mushi Falls menu was designed to be accessible from any sub-menu, allowing players to navigate across menus without backtracking. The core inspiration for this idea came from DOOM Eternal.
During this team game project, I was assigned the team leader role and used Trello to support team management and project planning. This tool allowed me to quickly and effectively delegate tasks to various team members and set deadlines. Trello was divided into four sections for the project to ascertain what each member had to do, doing, testing and done. Trello allowed me to regularly assess areas of the project that needed addressing and who contributed faster to the finished project, permitting adjustment of tasks or deployment.
· Team Leader
· Level Design
· UI / UX Design
· Collectables
· 2D Environment Artist
· Game Balancing
· Design Documentation
· Project Management (Monday)
· Teamwork
· Unity
· Pixel Art
· Level Design
· UI / UX Design
· Programming (C#)
· Project Management (Monday)