Anything But a Gun
Anything But a Gun is a procedurally generated movement shooter focusing on a story of expression and making sure what ever you do to meet your goals, it can't be a gun.
I was the in charge of 2 roles, Assistant Design Lead and Lead Level Designer. Examples of my levels can be seen here. Each level was made with a clear focus on multiple critical paths and a mix of player verticality and speed.
In engine

In game

The game was made in unity 3D, and for the game's enemies we used a 2D animation that attached a script to each instance of the enemy to keep the enemies constantly facing the player. All except for the boss, who was designed as a 3D boss to surprise the player.
The use of level design throughout the game was done with a purpose at every step, each room was meant to try and exclude slow playstyles or staying stationary.
In engine

In game

Even though I was the lead level designer, I still put in effort in both art and code. My contributions here were select textures in the game, prop 3D modeling, and script for the acid pits found throughout the second level.
Textures


3D models


Script

Overall this experience taught me how to divide up my time accordingly, work more closely with parent and child game objects, and branch out and help others.