Level Designer
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Make A Change

 
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overview

Make A Change is a project about teaching students how to deal with oppression, bullying, and sexual harrassment from many different perspectives. It teaches these tactics through puzzle gameplay which guides the story through a visual novel narrative.

 

Responsibilities

  • Puzzle creation on 2 of the puzzle types in the game
  • Designed proper difficulty curves for both puzzle types
  • Responsible for conducting QA sessions on my puzzles
  • Collaborated with engine team to coordinate tools to help deliverables
  • Present and collaborated on design meetings on puzzles outside my own

Concept

On Make A Change I was responsible for the puzzle games in Time Out and Change of Heart.

Time Out is a puzzle game built around rotating multiple points around similar to the hands on a clock. The puzzle begins with choosing one of two hands around the clock, which move a specific number of points around the clock face in either direction. The puzzle is completed when the player has arrived at each point on the clock once.

Change of Heart is about seating students around a classroom based on their preferences in other students and likes or dislikes. Players are given a small blurb about how each student is feeling and must seat each student in such a way that pleases everyone. These likes and dislikes change with each level.

Highlights

As an early designer for both of these puzzle types I was able to lay a lot of the foundation for how the puzzles would work. A lot of my role early on was to flesh out the Time Out puzzle type to be more accessible to the demographic of players who may not be interested in an educational game. Some of my concepts involved using interactive hints in the puzzle icons to help players make choices, or color coding the hands based on the difficulty.

Design Goals

My main goal with each of these puzzles was to get a good sense of difficulty for each puzzle given the target demographic. Since this game is targeted as a casual educational game it was important that no level was too difficult. I designed each level with multiple win conditions, with at least one or two being an "easy" and at least one considered either "medium" or "hard" difficulty. This info was taken based on QA feedback.

 

Screenshots

An early level of Time Out, where no movement on the clock is made.

Time Out after one move made, where the player is able to unlock the blue icon and has not moved the red icon.

A Change of Heart level partially completed, where info on an unplaced student is shown, as well as the different states of happy or unhappy students already placed into the classroom.