Soul in the Chamber
ROLE
Co-producer/Lead Level Designer
DESCRIPTION
Co-producer and a level designer in the game, Soul in the Chamber. I was put in charge of managing the design, art, and engineering team while also creating one of the levels in the game. I mainly oversaw the scope of the game with the other designers and was the main voice from the designer team when deciding and requesting mechanics and assets for the game. I was put in charge of creating one of the final levels of the game where the character would enter a spirit world while the other levels other members of the team created levels grounded more in reality. The level went through many iterations but I focused more on creating floating islands that connected with each other through platforming along with different routes to take depending on what the player wanted with different risks or benefits.

LEVEL DESIGN
Design Goals
Tests the player on their ability to wall run as well as to run and gun under enemy attacks as preparation for the final boss in the next level.

Retrospective
Successes
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The level effectively reviewed all the previous platforming and shooting skills the player needed for the final boss.
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Introduced a more abstract setting that transitioned from the grounded settings of the previous levels to a fantastical level of the final level.
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Provided a good balance of challenge and fun with the enemy placements and platforming sections to also explore in.
Improvements Needed
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The level could've had more islands/assets to make more areas to explore and fight in.
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The level design was linear in a few select places that didn't provide the player with too much agency.
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There should've been more platforming sections to potentially focus on having the player make more use of the bullet time mechanic more.