PizzaKai
Roles: Level Designer, Animation Programmer
Genre: Action Platformer
Development Time: 4 Months
Team Size: 9
Engine: Unity
Pizzakai is a 2D Platformer/Metroidvania game in which you play as a recently deceased man by the name of Peppy who has been reincarnated as a freshly baked pizza mobster.
Presented in November 2023 at Youmacon based in Detroit.
Responsibilities
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Worked on by a team of 9 people from September 2023 until December 2023
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Created 2D layouts for various levels using Adobe XD
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Blocked out and implemented unique level layouts in Unity based on each level's added mechanic
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Communicated efficiently with team to complete various boss, enemy, weapon, and level mechanics
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Collaborated with other designers to test and iterate on levels accordingly
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Set up Animation State Machines to allow easy implementation of new animations from artists
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Wireframed and implemented new UI
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Balanced enemies, bosses, and weapons to ensure smooth and fun gameplay
Level Design
One of my main responsibilities on Pizzakai was being in charge of the level design for the second main level Burnt Crust and the final boss fight. For Burnt Crust, my main goal was to create verticality to encourage the player to use their newly acquired double jump. I accomplished this by adding different routes throughout the level, each with their own reward for fighting through them.
The level went through several iterations, with the final iteration helping not only familiarize players with newly introduced mechanics, but also allowing them to make meaningful choices that had an effect.
Animation State Machine for Player Character
Animation State Machine for Deep Dish enemies
Animation State Machine for Chicken Wing enemies
Animation State Machine for Player Character
In the final level I made the roof closer to the ground, making the level still feel open enough to roam around but enclosed enough to feel indoors. I also added branching paths with upgrades to incentivize players to explore
I added a conveyer belt section to introduce the mechanic of them before the boss fight ahead, as well as added some boxes to block the players path in order to demonstrate the Flamethrowers use
I first took inspiration from room based platformers such as Metroid, however during testing realized that this format wouldn't work for our game due to how much it could disrupt the intended game pace.
In the final level I made the roof closer to the ground, making the level still feel open enough to roam around but enclosed enough to feel indoors. I also added branching paths with upgrades to incentivize players to explore