PRE-PRODUCTION
RESEARCH
I researched Events, Level Affordance, and video game Landmarks to create my initial sketches. As well as gather reference material.
The Office acts as the tutorial level where the player is first introduced to our game mechanics and events system.
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The Frankfurter Experiments is the last level of Unemployed and being so meant I needed to make sure this is where the player felt the most challenged, whether it be through parkour, or problem-solving.
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STAYING ON TRACK
During the pre-prod phase, we created an Asana board, where we wrote down each task that needed to be done in order to realize the goals we set for ourselves. This also helped me keep track of my progress and made it easier to cut content when needed.
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THE OFFICE
Quick Overview
This level serves as a tutorial level.
Upon starting the player will be greeted by a Secretary. She thinks you're the new intern and informs you that there are 3 people in need of your help in the office.
BLOCKOUT
LEVEL FLOCHART
The TP event
The player needs to find toilet paper
Either you give the TP to help the manager or give him sandpaper to annoy him.
The Chili Event
The Slides Event
The player needs to find the "presentation slides" that were left in the breakroom or you can go to the printer and print funny images to ruin his presentation.
A man located at the staircase needs your help to bring his huge chili pot to the breakroom the catch is you need to balance it while walking.
You either bring it to the break room without spilling on the floor by crashing into somebody else or you spill it and ruin everyone's lunch.
Unemployed: Tales of an Interview
OVERVIEW
Unemployed: Tales of an Interview was our final project of our Graduate Program. It takes place in a Corporate Tower. Your goal is to reach the boss's office to get your interview. You'll receive judgment about your hire depending on your decisions throughout the floors you'll venture.
DETAILS
Engine: Unreal Engine 4
Team Size: 4
Timeframe: 15 weeks
Level Design​
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The Office
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The Frankfurter Experiments
Game Design
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AI
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Puzzle Mechanics
Art
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Shaders
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2D
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UI
THE GAME
Going up the Elevator
The further you progress, the more chaotic and quirky the theme of the level gets. The elevator serves as a common start and endpoint for each level. Each level has 3 unique events.
We designed our levels to have independent environments linked by an overarching narrative, this way of design allowed us to add or cut content easily without hurting the identity or structure of the game.
Players start off in the HUB, which serves as an introduction to our world, and end in the boss suite that is the conclusion of the game. Throughout their journey to the boss's office players will go through; The Office, The Rave, The Construction site, and The Frankfurter Experiments.
Different Outcomes
Player decision is at the center of Unemployed. We designed the game to be replayed in order to experience its entirety.
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We offer one way to finish the game as the path of least resistance, but on the other hand, the more darring and explorative players will find a alternate sabotage ending to each event.
The Loop
Players start their journey in the elevator, which is what brings you from one level to another.
From the elevator, the player is free to roam and discover what lies in this new environment.
Upon discovering an event, players can choose whether to help or sabotage. Afterward, if all events have been completed, players can exit from the same elevator and go on to the next level!
WHAT I WORKED ON
Level Design
My main role was as a level designer. The majority of my work was put into the Office and The Frankfurter Experiments.
Office: A tutorial level where players are initiated to the feel of the character and flow of a level.
Frankfurter Experiments: An ancient underground sewer/prison cell that has been refurbished into a make-shift laboratory for human experimentations.
Game Design
Aside from level design, I was also in charge of some Game Design.
From designing and scripting level Events & Puzzles to UI intractability such as our "Synkobox" Cosmetic suits vendor.
Art
When time permitted, I created 2D art that could be used for our User Interfaces and Shaders to help immerse players in a given environment.