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deyemensions
project overview
D-EYE-MENSIONS is a puzzle platformer designed as part of the Full Idie Design Jam 2012. The game was created in Unity 3d with the design constraint of incorporating multiple universes. In the game, the player controls the character with the arrow keys. The player can use the WASD keys to bring in the associated platform segments from one of the alternate universes surrounding the main play screen. W activated the top section; An the left; S, the bottom; and D, the right. The order and sequence that the player pulls in and removes the various segments will ultimately help the player acquire the level's keys and open the door to advance to the next level. As players bring in the various world segments, audio is added that represents that world to create a harmonized musical score.
responsibilities
For this game I acted as the main game designer and level designer. There were several considerations when considering how the player and various level segments interact; how platforms move in, their speed, their physicality, etc. One of the more interesting consequences of designing such intricate levels is see how players are able to use the various platforms in ways I would never consider. Ultimately the final levels were balanced in such a way that there were many ways to complete the levels and left a degree of playstyle choice for the players to find their own path to success. In addition to level design I also aided in various graphical components (the game's backgrounds, title screens, logos, etc) under the direction of our artist.
debrief
The game itself was a joy to work on. In the end it hand some small technical bugs but these were overshadowed by the excellent work done by the programmers (Jodon, Ryleigh and Jose) in getting the game to run so smoothly in such a small period of time. The art (Ahram) and music (Andrew) were supperbly done and fully matched the atmosphere that we set to create. For my part, the final levels were well received by all who played them. There were a few dozen levels that remained unpolished at the end of the weekend and didn't make it into the final build. This speaks to the potential of the mechanic that we devised and the flexibility afforded to the levels in creating endless configurations.
D-EYE-MENSIONS
Role: Game Designer / Level Designer
Timeline: 48 hours
For: Full Indie Game Jam 2012
Developed: 06.2012
team members
Jose Ilitzky
Jodon Karlik
Ryleigh Kostash
Ahram Lee
Andrew Matecha
screen shots