PROJECT OVERVIEW


Project Manager - Lead team meetings, created core project documentation, and managed asset requirements, databases, and project timelines. Additionally, performed outsourcing and requirement fullfilment processes for voice acting and composition roles.
Lead Artist - Designed tilemap set used to create all levels and created animations for the player character and robots.
Level Designer - Level design was split between all three team members, with each of us creating at least 3. Mine, such as levels 9 and 20, are distinguished as the ones focusing on maneauvering through larger spaces and making use of deliberate falls.
Mechanics Design - Originator of the core knockback mechanic, inspired by launching an ink cartridge out of its pen using its own spring.
Sound Designer - Created original SFX using Audacity; Sourced, directed, and recorded player SFX (VA performed by John Joseph Salvador)
This project was created for the final project of the Introduction to Game Design course at Stony Brook University and earned the position of finalist at the 15th Annual Stony Brook Game Design Competition in Spring of 2019.
GAME SUMMARY
Tech Stack
Programmed using Javascript
Code Editor: Eclipse
Web Host: Firebase App
Artistic Software: Adobe Photoshop
Level Design Software: Tiled
Audio Design Workspace: Audacity
Planning Workspace: Google Drive Suite and Microsoft Office - Word
Development Time Frame ~ 1 month
Team Size - 3
"Use the knockback of your laser blaster to escape the factory!"
Laser Jumper is a simple 2D puzzle platformer based around the mechanic of using the knockback of your laser gun to propel yourself around the world. Each level has a limited number of charges, meaning the player has to be very deliberate with when and how they use their shots, whether thats for vaulting over large gaps or taking out enemies blocking your way forwards. Whenever possible, the full level is in view from the start so you can set up your game plan, but no worries if you make a mistake! In order to set up our design for a target audience of speedrunners, we made player death and play mistakes carry as little punishment as possible with fast reload times and a reload key.