Genre: Sci-Fi Survival
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Platform: Windows PC
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Team: 8 People
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Main Role: Level Designer, Sound Designer
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Engine: Unreal Engine 4
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Tools used: Google Doc & Sheet, Draw. Io,
Unreal Engine 4, Photoshop
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Period: 6 Months (May - November 2017)
Applaydu & Friends
Applaydu & Friends
Applaydu & Friends
Applaydu & Friends
*To be updated with more soon
QUEEN: ROCK TOUR
Game DESIGN PORTFOLIO

Terminus: Lockdown Gameplay
Terminus: Lockdown
Yellow Chicken Conspiracy
June 2017- December 2017
Unreal Engine 4




Description
Terminus: Lockdown is a third-person survival shooter where players play the role of a lone Technician trapped in a world filled with deadly parasitic plants infesting the halls of an abandoned space station. Outwit the enemies by fighting with light and stay one step ahead of the plant infested robots that used to man the space station. The game revolves around immersion and thick atmospheric tension through the use of environment pieces to create an authentic realistic experience. We intended to push our abilities, and strive to develop a AAA quality game. Although I admit that we did not achieve what we wanted, the process was extremely educational and we grew more than we expected in terms of skills, ethics, and personality.
I worked on this mainly as the Level Designer, Sound Designer, and Writer.
Winner of SEA Game Awards 2018, "Best Student Game"

Level Design
The areas were discussed with the team, especially the artists as they had certain assets that they preferred. When the team confirmed, I started with the design of the prototype level to showcase the core features of the game for testing purposes. After the prototype, I designed the actual level by expanding and modifying the prototype level based on testing feedback. I would block out levels or any newly placed props in Unreal Engine 4 to provide the scale requirements for the assets that the artists would create. After the assets were made, I implemented them into the engine as per the design.
The level was often tested and modified according to the results. I also tweaked the post-processing on the level, especially on the corridors to create the right ambiance. Towards the end of development, I did some polishing work such as spreading more trash around, adjusted brightness of lighting on certain spots, utilized decals to dirty the environment and many more to bring the level closer to that of a derelict space station.
The level was intended to give a vibe of "something is wrong" and the tension of dangers lurking around the corner. The feeling was established by starting the player off in a messy area with hints of plantations, and a sudden grate falls before encountering the enemies in the more heavily infested area. The vegetation and condition of the levels are designed to grow heavier as players progress, to indicate the growth source as well as the plant's control of the ship. Enemy difficulty and their positioning were also designed to encourage players to tread carefully and use their resources with care, enhancing the survival and tension aspect. At the final area, as new functions could not be done in time, I utilized existing mechanics to design the level and provide a different approach to gameplay where players need to search the computers for the password to escape while trying to survive the many parasitic droids patrolling.
Sound Design
We had no knowledge on sound design but the audio was also an important aspect of games. I took on the role of Sound Designer so I could learn more about audio in games and try something out of my expertise. I could not compose the audio needed for the game so I searched for sound effects online and modified them according to the game needs. I also implemented certain audios in the game, especially the ones that could be heard in the environment. The sound effects that were triggered by players or enemies were implemented by the programmers as they prefer to modify their own code/ blueprints.
Log Scripting and Event Design
We planned to convey the story of the game to the player through the environment through message logs found in computers. I was tasked with the design of the computer function and scripted the message logs to be displayed in each computer. For the final area, we decided to spice up the gameplay but wanted to save production cost at the same time. Using existing mechanics, I designed the event for the final area by re-using the computer mechanics and set up a scenario where players need to search through the computers in the area to find the hints for the password to unlock the final door.
Others
Aside from that, I also did frequent play-testing to help programmers find bugs and compile them into weekly bug reports. I also managed the feature list where features and their progress were checked.
You can view my documents here: Terminus: Lockdown Documentations
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