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.