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Iconic PlayStation hero Sackboy returns in an all-new 3D adventure with a deeply immersive and expressive control scheme. Players can go on this epic platforming journey solo-style, or they can team up with friends for collaborative, chaotic multiplayer fun.

 

 

 

 

 


Bafta Winner: Best Family and British Game 2021

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My Contributions:

My main task while on Sackboy: A Big Adventure were as follows

  • Motifing (exploration) for multiple levels

    • Initial level motifing

    • Focused motifing (once we know which sets of initial motifs feels good, we motif focusing on those sets)

  • Creating level layouts

 

While working on these task I had to consider the following aspects

  • Implementation of given mechanics

  • Level flow 

  • Level composition

  • Events scripting 

  • Object placements 

  • Enemy placements

  • Camera placement

  • Working within given constrains 

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My main contribution while on the project was in 3 specific levels, namely "The Deep End", "Squid Goals" and "Little Big Finale". I was responsible for multiple iterations on motifing and a few iterations on the level layouts for the 3 levels. Final level layout iterations was done by my seniors at Sumo Digital.

The Deep End:

My work on "The Deep End":

  • Initial Level Motifing, keeping in mind 

    • Setting of the level

    • Given gameplay mechanics and objects

    • Difficulty required for the level 

  • Focused Level Motifing 

  • Objects and Enemy Placements

  • Camera Setup 

  • Level Layout 

  • Feedback Iterations 

  • Working with the artists for the first few art passes 

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Note: I took this level from a brief to an alpha pass of this level, collaborating with artists on an art pass as well. The final level was polished by my peers but majority of the level remains intact from the initial motifing and layout.

Squid Goals:

My work on "Squid Goals":

  • Initial Level Motifing, keeping in mind 

    • This is a Multiplayer level only, so needs to be designed that way

    • Setting of the level

    • Given gameplay mechanics and objects

    • Difficulty required for the level 

  • Focused Level Motifing 

  • Objects and Enemy Placements

  • Camera Setup 

  • First pass of Level Layout, further iterations were done by my senior @ Sumo Digital

  • Feedback Iterations 

​

Note: This level also includes motifs made by other designers. Below is a gallery that shows my motifs, or what was a product of iterations made on my motifs.

Little Big Finale:

My work on "Little Big Finale":

  • Initial Level Motifing, keeping in mind 

    • This is the final level of the game

    • Setting of the level

    • Given gameplay mechanics and objects

    • Difficulty required for the level 

  • Focused Level Motifing 

  • Objects and Enemy Placements

  • Camera Setup 

  • First pass of Level Layout, further iterations were done by my senior @ Sumo Digital

  • Feedback Iterations 

​

Note: This level also includes motifs made by other designers. Below is a gallery that shows my motifs, or what was a product of iterations made on my motifs.

The above screenshots were taken from https://youtu.be/Js_fqyZyLuc

Zom Zom Challenges:

I was also tasked to explore multiple Zom Zom challenges, most of which was exploration. Zom Zom Collectibells challenge (video below) made it into the final game (final polish done by another designer).

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