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Assembly Required is a farming rogue-like sci-fi exploration game taking place on an alien planet where the player character must mine and mine and grow crystals to enable them to escape the planet before destruction.

Curse of Yamoto was developed by a team of 17 including myself as part of a collaborative project.

The project got a perfect score and the team were a pleasure to work with.

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My role within our team was a Lead Level and World Designer.

Role requirements: 

  • Brainstorm mechanic ideas with the design team with the goal of finding fun mechanics that could be realised within the theme constraints of our project. 

  • Creating level design foundations with a focus on detail to facilitate the art teams efforts to create a visually engaging environment for the player to interact with.

  • Streamline the core gameplay and progression to a freindly user experience

  • Use feedback from the testing from the team to improve designs and iterate on design concepts. 

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A goal for this cave was to demonstrate a clear increase in complexity whilst keepign the paths readable, yet the cave overall challenging. Pairing the increased complexity with more demanding enemies and ores reinforces the cavfe diving fantasy.

This cave is the introduction to the 4th level of depth. For the cave to be a strong introduction to this area of the game, there was an emphasis on scale, readability and player choice

This cave is a point in a shift in design philosphy. Previous cave designs were intended to feel more round and somewhat natural in its potential creation however, this cave is designed to feel more rigid and artificial

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The last cave of the game is the densest cave. Created to feel like the final stop in the player journey down into the depths of the planet, this cave is the most rewarding however, is the most dangerous for the player to traverse with the more natural dangers and hostile enemies lurking. 

All stages showcased were designed by me and polished by the art team. Mechanics present in each stage were brainstormed by the design team and realised by the tech team. 

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