PRIZE KINGDOMS

So, I got to do a lot on this project, but we’re going to stick to the highlights to keep things concise.

Here’s a look at some of the Feature, Level, and System Design work that I did for PK!

Game Trailer

Game and Feature Design

Below is a Map and Key that I created for our levels.

Each of the squares represents a unique ‘Tile’ in the game where a player’s game piece can land.

Landing on a tile activates a feature unique to that tile. I designed all of them, but not without copious amounts of help, feedback, and iteration with my teammates. Here’s an example of a feature we created; the Heist Tile.

In my role as Game Designer, it was my job to;

  • Find the fun! - Conceptualize and design features according to executive direction, genre/player expectations, team composition, and the big-picture vision for the game.

  • Collaborate with other departments to review, refine, and finalize the design for new features.

  • Wireframe, document, and flowchart the requirements for features and levels.

  • Test, iterate, balance, and polish the game’s experience.

As the Product Owner, it was my job to;

  • Kick-off and oversee the development of levels and features.

  • Provide clear feedback and direction on bugs, themes, timing, visual communication, edge-cases, and more.

  • Coordinate between departments and strike-team leads to resolve roadblocks and adapt to emergent issues.

  • Field team feedback and ideas.

  • Review and approve features with the team and executives before shipping them.

Other Features

Level Design

As the Level Designer, it was my job to;

  • Design a variety of board layouts with upgradeable city sections and dynamic environmental tie-ins.

  • Balance the distribution of regular and ‘special’ tiles that activate different features when landed on for the ideal gameplay pace.

  • Define and document the space, function, and assets features will require within a level.

  • Collaborate with different departments to make rich, diverse, memorable levels.