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PROJECT OVERVIEW

Laser Jumper

2019

Project Lumos

As my first full game project, Laser Jumper will forever hold a place in heart and my history as a developer. The original concept came during a classroom brainstorming session, when I tried loading a pen's ink cartridge into its spring-loaded open barrel to shoot it at some paper towers, but instead watched it ricochet off the table towards my Professor. Somehow, both he and I were thrilled! From there, throughout many meetings with my teammates and some unfortunate mechanical cuts, the game evolved into its current form. 


Laser Jumper was where I got my first taste of not just being a games artist, but a producer and project manager as well. Despite struggling with being able to help the programming side of the project, I learned how juggling many hats came naturally to me and tried out as many other roles as I could. By the end of the project, we had been entered into Stony Brook's 15th Annual Game Design Competition, where we earned a position amongst the pool of finalists, along with a glowing review from my Professor as he expressed to me personally it was his favorite game of the competition. That encouragement and the fun experiences I had in that class play a significant role in me being here today. 

Project Lumos
Laser Jumper
  • 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!"