Tomb for Two

Tomb for Two is a local 2-player dungeon crawler where Anubis and Bastet have been trapped in a pyramid. Set in a far-off futuristic world, the two players must escape the pyramid by defeating enemies and solving puzzles together!

Designed core gameplay systems and features

Collaborated with other designers to create documentation on in game systems and features

Prototyped puzzles on paper before working in Unity

Designed and iterated on new levels every week

Fixed gameplay or level design related bugs that arose when testing

Communicated across disciplines to explain the design teams vision

Created a large amount of the dungeons that made it into the final game

Contributions

Reflection

What Could’ve Been Better

The methods of communication and organizational structure at the studio were under development. Spartasoft Studio was founded in the year prior and roughly 30 students participated. On this project 60 people were involved so essentially the studio doubled in size while still trying to find its identity and establish best practices. This project was a step in the right direction but there was a lot of learning as we went and it shows in the final product.

Our design process was fragmented. Every designer was responsible for a different area of design and for their own levels. For the most part we were working independently. This led to a process where everyone was trying to fully develop their design niche. What got lost was cohesion amongst everyones designs leading to major redundancy and lack of necessary features. The final product felt disjointed as a result of this.

What I Learned

On this project I was able to gain additional experience collaborating across teams. I developed a better understanding of the needs and concerns of the entire studio not just the design team. Multiple elements and considerations are involved in a studio environment and this project highlighted that.

I learned the importance of effective communication. You can type up mountains of documents explaining the minutiae of every design decision but, if nobody reads it, it might as well not exist. The importance of prioritizing information; the value of brevity; and the ability to deliver key data to each team was required.

This experience designing 3D levels as well as designing puzzles was an accomplishment. I not only got more experience in 3D we also were using an interesting camera angle that I had never experienced before. This brought it’s own problems which then led to finding design solutions and learning through that process.

What Went Well

Tomb for Two is an example of a game where I produced consistent exceptional designs on time. The team of Spartasoft Studio volunteers were assigned tasks with certain milestones. It is entirely up to each individual to fulfill those obligations. I worked diligently on this project and completed all work designated to me by the deadlines, as expected every week.

According to my peers the rooms I created produced innovative exceptional levels. They loved them! I received praise from my fellow designers with some even saying they modeled their rooms after my concepts. The recognition from colleagues who have an understanding of the skills involved was truly appreciated. I’m a dedicated designer and I think that shone through in this project.