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Post Mortem
Explore a fantastical purgatory in the form of a dense bioluminescent mushroom forest, littered with interesting locations and monuments.
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Interact with the “dead who have lost their way”, likeable and unique anthropometric animal characters, and find out more about who they are and what they’ve lost.
Find and return their missing soul, in the form of a significant/treasured artefact from their past life, and share in their joy of finally being set free.
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Along your journey also look out for other secrets, collectables and Easter-eggs.
Project Role
Engine Manager
Level Design
Quality Assurance
Engine Manager
Any assets that came through on the artists front I would take and turn into prefabs, this would be for everything from environment assets to NPCs and their animations.
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This role assisted me a lot due to me being the level designer so I knew exactly what was going in and out of the project and incorporating that into my iterations of the level
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Level Design
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As the project went along I would spend a two week period working on a different area of the game, each area had different assets for distinction as well as a new NPC for you to do missions on.
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This allowed me to hone in an area to a particular NPC and gather the new assets for the week and insert them in the project as well as get feedback for iterations on an area at a time rather then the level as a whole.
Quality Assurance
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During the development there were changes to the level design as such I had to make changes to the player and gameplay accordingly.
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For example we decided to allow the player to go above the map on the mushrooms as such I needed to edit the values that the player can move with so that it changed accordingly.