Design and Organization

Game and Level Design

40 Stories - Prototype
Initial Prototype
Before going into full production for 40 Stories, I created a simple prototype of how the main gameplay mechanic would work in Multimedia Fusion 2. I wanted to show a brief example of puzzle types and display to the programming team how our main character should function when and after duplicating. Here's the prototype that I developed: 40 Stories Prototype Download

40 Stories - Floor 10
While directing 40 Stories, I had the opportunity to create a couple of levels for it. Here is one of them and my design process through it. 

Paper Design
As Floor 10 was one of the later levels, it was designed to be difficult and unique. After seeing floor after floor of square shaped levels, I decided to take a newer approach and design a circular shaped level. This introduced new gameplay elements as moving straight was no longer conventionally possible. The player also needed to utilized the curved walls to position both players to solve puzzles.

Kismet Scripts
I started off using graph paper (as always) to determine the setup of the level, as well as figure out how each device would affect objects. I then created the base level within the editor and polished functionality with Kismet. Finally, once everything worked, I added finished meshes, lighting, and special effects. I made a short video describing in detail certain design choices we made for 40 Stories.


Base Functionality



Organization, Communication, and Documentation

40 Stories Design Document
I Even Took Attendance
Being director of a 88 student team was pretty challenging. With only meeting 3 times a week for 5 hours, it was a daunting task to keep everyone on the same path. This is where my skills of organization and communication thrived to help 40 Stories become completed.

To ensure that students would follow the design of 40 Stories, I created a design document with other members of the 40 Stories creative team. The document started out really basic, but developed over the first semester of pre-production. The design document was written and organized by myself, but was collaborated and edited by the rest of the creative team as well. It was used throughout the entire production of 40 Stories. If you would like, it is available for download here.

40 Stories Documentation
One of My Notebooks
Each class I spent talking with team leads and other students about their progress and goals, as well as coercing them to discuss their asset with whomever is working on it down the pipeline - to minimize potential future problems. I would always take studious notes to relay to team lead meetings, where we would discuss any important issues occurring at the moment.

As further proof of my culmination of 40 Stories, I wrote an article about what I feel were the reasons as to why 40 Stories succeeded very well as a project. I not only used my experience as director of 40 Stories, but also my experience on other projects I've worked on such as: ViathanHigh Noon, and D.A.V.I.S. The paper I wrote is titled: Video Game Development: A SCOPE

40 Stories Playtests and Presentations
As the director, I also had great opportunities to administer public playtests and presentations to high school and college students. These tasks both helped with quality assurance with 40 Stories and increased my public speaking skills greatly.

First Playtest Results
With the playtests, I was given ample time to prepare for students who have never even heard of 40 Stories to play it. I setup an online questionnaire through Google Docs for the students to leave feedback on. I also reviewed and organized that feedback into more helpful reports. Once we had our reports, aka bug lists, a few team leads and myself would transcribe relevant bugs and issues to our Redmine issue tracker, for all of the level designers, programmers, and other departments to fix.

Pipes and Lines
Despite being rather busy with directing, I also assisted our program director with presentations to high schools and student groups about the Applied Computer Graphics program. I would prepare a presentation about what we did in the 40 Stories project, how fun it is, and what potential careers are to be had in video games.