Roles within the project as the Lead Designer:
Led other designers in creating a complete vision for our core premise and themes, gameplay systems, levels, and documentation.
Assigned weekly tasks to each designer, set expectations for each task, reviewed each task upon completion, and provided assistance on a task when needed.
Assisted artists, SFX designers, and music designers in creating assets that, when combined, all complimented our game's themes and formed a coherent identity.
Held bi-weekly meetings with designers and many other team members to discuss weekly tasks, answer questions, provide assistance, and playtest our builds.
Worked alongside our producer to manage scope and create a complete and fun gaming experience within our limited development time.
Adjusted scripting elements to fine-tune our game's playability and overall feel.
Placed each object, texture, NPC, and lighting element within each level and aided in their pre-implementation design.
Continue below to learn more about Campus Cook-Off's design
Minigame-based Pizza Cooking
Concept Art by Matthew Burgos
In Campus Cook-Off, players put a variety of normal (to outright wacky) ingredients together to make a pizza within the allotted time!
Each ingredient needs to be prepped before they can be added, however. To do this, players take an ingredient to the respective cooking station and play a quick minigame. Some ingredients may need to be brought to multiple cooking stations before they're ready for their final destination: the oven.
The game has 4 different cooking stations:
A blender to prepare tomato sauce
A cutting board to chop and slice various meats, greens, and cheeses
A rolling pin to roll dough and flatten certain ingredients
A sink to clean the dirt off of greens
Lobby Design
The Lobby is where players can get a feel for the game's controls and mechanics! Interacting with the door on the left allows players to start the cookin' for real and go to Level 1.
Outlined objects help show what items can be picked up and the color of the outline tells the player how far along in the preparation process the ingredient is. Holding an item also causes arrows to appear over cooking stations that the ingredient can be used at.
Visibility was a major concern in our design of the game; it's another reason why we added outlines to ingredients and placed UI elements over inaccessible areas of each level.
Level 1 Design
Level 1 is our most spacious of the three, meaning players will need to plan out their next moves quickly if they want to get the most ingredients prepared within the time limit.
The wet floor causes players to slip and slide all over, making traversal momentarily difficult. Every now and then, a rat will also appear out of a hole in the wall and steal a random ingredient. You better make that pizza quickly before the rat takes everything away!
Level 2 Design
Level 2 features two areas divided by a wall. Each area has their own unique set of ingredients and cooking stations.
To get to the other cooking area, players need to traverse a narrow walkway filled with roaming Starship delivery robots that'll push the player around. Time your movement carefully if you want to get by without a hitch!
Level 3 Design
Level 3 is a two-floor level with cooking stations and ingredients on each floor.
While the stairs are the only way up, the hole in the railing on the second floor allows players to quickly drop back down to the first floor. Players can also drop ingredients through the hole to the first floor. It's a strategically quick way to pass ingredients off to players beneath you!