FAT LOOT

Platform: PC

Tools Used:  Unreal Development Kit (UDK), Maya

Duration: <1 year

Team Size: 30

Role: Level Designer

During my time on the Fat Loot team, I worked as a level designer. Using Unreal Development Kit (UDK), I spearheaded the creation of two levels in the game, both which were demoed during USC Demo Day.

I was responsible for scripting the Guard AI, designing the level layout, polishing the level design, and implementing it all within the editor. I helped shape how the level looked, and often communicated with the art team to maintain a consistent style throughout the game and level.

Design Choices:
I worked extensively with the Guard AI to minimize the number of guards needed per level while still providing an obstacle for players. I wanted to keep the number of guards per level below 8 so that guards did not become the primary obstacle in the level.

For the mist and temple level I felt it was important to make sure there was more than one viable path to reach the treasure. For the mist level, that meant using teleporters that were off the beaten path but transported players closer to the center. Additionally, by providing convenient "mist" hiding locations, players could try to take a more risky path and hide in the mist.

For the temple level, I made most direct routes have guards as obstacles, while longer paths were mostly unobstructed. One challenge I found early on in this level was that when someone had stolen the treasure, it was mostly impossible to catch up with them and steal it back. That is why I added teleporters on the edge of the level that allowed players to interrupt other players close to/at the enemy base.