During my work on the Enemies feature I created break down documents and worked together with the programmers to create the Enemies. In addition to this I created documentation about what each Enemy did and how they would react upon discovering the player.
Level Design
I performed Level Design for the first Level and created most of the challenges in it. I additionally discussed with other designer about the Level layout and if they had some challenges that would fit well into the first Level which was meant to Introduce the player to all the features and prepare them for Level 2.
Planning
During the planning stages we first researched into the game we had to base our game off and the theme we had to use. Afterwards we were able to create a sprint planning for the next two weeks and use the conclusion of the work done on the last sprint to plan out a new sprint and adjust the work depending on how much progress had been made.
Playtesting and Iteration
Multiple playtests were able to be performed and subsequent documentation of all the data from the playtests so it could be used to further improve the game. I also Iterated on my Level Design whenever an Issue came up or a feature was added or changed so the gameplay experience would not be negatively affected.
Research
The research was performed into the game Ricotta get going since we were basing the features and gameplay of it. I did research into the enemies about how they should act and I discussed together with the other Designers about the wolf Enemy and how it would see you. In the end coming to the conclusion that it would be best to make it similar to Ori’s shriek in Ori and the Will of the wisps.
Experience of the Project
Throughout this project I learned about working together with different disciplines and making sketches and documents clearer and more accessible to other disciplines. In addition to this I learned more about teamwork and what was expected of me.