SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 36

Lane Engelberg Level Design « “Spring Up” — A Study in Finding the Fun As a self-directed project, I wanted Additionally, I expanded on the possible mechanics and make them fun to use. I resource (Motes) in the world the player to showcase my ability to prototype chose Unreal Engine for its ability to let me build everything from the ground up with also launches to use. few restrictions, so I could prove that the After the mechanical implementation was what the engine provided. small things that improve game feel. From fun came from my own design rather than I developed “Spring Up” over a 15-week Directed Focus Study course as a 3D platformer, a notoriously challenging genre to design for. After initial exploration and testing, I chose to create a launch- based movement system where the player aims and launches themselves in an arc. This tackled the main downfall of 3D platformers (imprecise jumping) by giving the player full control in that regard. 36 level designs by including a reusable LEVEL DESIGN solid and bug-free, I focused on “juice” — visual flare during movement to particle effects on important actions, I developed a greater sense of how to find the fun in a game.