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Empathy
Team Project ( Zygobot)

Overview: This is a single-player adventure game created in connection with emotions. Inspired by modern adventure games like Zelda. In this project, I focused on level design and player guidance.

Team Size: Team Project
Tools: Unity, Photoshop, C#

Goal:

  • Design and tutorial a puzzle using unique mechanics

  • Create a level based on a real-world location to fit within Playground, Farmland.

  • Recreate the mechanics of Collecting game and integrate them on top of my unique mechanic.

Level Design- Concepting

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Collecting References

For this level, I gathered as many references on farmland, playgrounds that might hold interesting gameplay. I then composited some of the best ones together and used them to theme each section of the level.

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Testing Metrics in the maps

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For this project, I set up a scale hospital where I would determine the best sizes of cover and doorways, and find the best ranges of engagement.

Playground.jpg
iowa_farmland.jpg
Lester-Community-Park-Downers-Grove-Playground.jpg
farm-scene.jpg

Map design

I was a level designer in charge of the tutorial level. This is the main feature of the title. In order to give players an understanding of the game without saying anything else, I focused on map design and tried to get people to walk around the map and interact a lot.

Level Design - Visually Guiding and Teaching the player

Visually guiding the player

I wanted to make players feel like they're going through this world on their own by using negativity, rewards, lighting, and amenities and I was always going in the right direction without any non-biological guidance.

One example of visual guidance at the level is that a player will roam the map. At first, the player believes that there is a special event on another island. However, when you arrive, the NPC exists and the player notices how the game is played. Now a confused player looks back on where to go next to find the actual path leading to the rest of the level.

Dialog & Camera Design

​Designing  dialog & system

In the first map, we can see the attacks that the player can take. In an adventure game, if you keep looking around like "Zelda," the player will meet many interactions. Players like to play in various interactions in the map, and they feel a sense of accomplishment and fun by collecting items.

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Introducing a tutorial map


As a level designer, I collected pictures and visited farms and playgrounds that I could see in real life as much as possible to investigate the pattern of the road, the direction in which the bench was placed, and how the grass looks like.

Screenshot

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