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Blacksite: DeepHorizon is a game project created in the institution of The Game Assembly.
Me, alongside 13 other developers, were teamed up to produce a product in 8 weeks a half speed from a reference game product.
Developed using our custom engine, Dream Engine, the game was released on the Itch.io platform, allowing us to share our product with the public and offer it for play.
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Game Designer - Setting up a planning and work ground, and communicating with the team to ensure a finished project for deadline.
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Level Designer - Structuring a pipeline to produce 1 Level. From idea to full playable product, with playtesting and iteration throughout.
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Trailer Producer - Producing a game trailer for the game product to ensure engagement and to enhance the game's vision to consumers.
Play the Game here
Game Design
Narrative Design
Game & Level Design
Once the Game Design Document (GDD) was completed, outlining all game rules, mechanics, and design content, I began sketching level layouts for the level, aimed at enhancing the player experience.

Once the top-down layout for my level was finalized, I began blocking out the level in the engine. Throughout the iteration process, we conducted play tests regularly and made necessary adjustments. The design team also play tested each other's levels, ensuring that we stayed focused on preserving the core experience.
After the blockout were thoroughly tested and refined, we transitioned into the Set-Dressing phase with the art team. This involved adding assets to complete the level and bring it to life, while ensuring consistency with the established theme and style of the project.
Post Mortem
Insights: Creating a game in a new genre is always a challenge, but it is through these challenges that we experience growth. As this was a genre I had no prior experience with, the process was initially bumpy. However, throughout development, I dedicated myself to researching and play testing as much as possible to ensure I could produce the best levels possible.
Conclusions: Working on this project has significantly enhanced my skills and insights in both Level Design and Game Production, while also strengthening my expertise in level flow within a single space. As this was my first game project a wave defense shooter where the player would navigate and engage within the same large area, I had to carefully consider sight lines, flow, and other key design elements to ensure a seamless and enjoyable experience.
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