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The Trailer

My Share

I started the project as Designer- Producer during Ideation, then shifted to  Level Designer- Producer in the course of the Pre-Production phase. Moving into the Production phase I was having some major technical challenges as a result I pivoted back to the role of designer-producer being the lead designer on the Heart Puzzle and being responsible for meeting notes for everyone to catch up.

Level Design Work

The target was to create a level that replicates a quaint neighborhood in Osaka. Having never been there, extensive research was done on what suburban Osaka looks and feels like. To achieve this, our team did extensive research on distinct areas of Osaka.​

Outcomes and Final Map

​During the early playtests conducted by the Division of Games at the University of Utah, the game received considerable player feedback about the map not feeling engaging. The game received a below-expectation score of 3.5 for engagement. Following this, we made smaller changes, making scores fluctuate marginally. Once we had an understanding of what made the player experience better, we reworked the map drastically, and closer to launch, we were able to secure a score of 8.

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PLAYER ENGAGEMENT 3.5 → 8

Both Images represent the final map that can now be played in the game.

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Our older maps followed a more traditional Osaka-based layout, featuring a single street, which was intended to encourage the player to move frequently across the entire map.  As we received more feedback for the map, it became clear to us that our largely American audience had trouble understanding where they should be moving, and the lack of signifiers in the map was making the situation more confusing. 

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To enhance the map's experience, we decided to make it a lot more western by following a block-like structure. More importantly, we added more signifiers that allow the player to remember the map more easily as they go around.

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