Midnight Star

Developed June 2012 – Jan 2015

Genre: On-Rails Shooter
Engine: Unreal Engine 3
Role: Game Designer, Level Designer

Designed for touch devices, Midnight Star combines intuitive control with intense action and emergent system-based enemy AI. The game features a singleplayer campaign, and an asynchronous multiplayer mode.

While working on the project, I designed and built 8 of the game’s 14 levels. Because we’re a small studio I wore a lot of hats on this project. I built the game’s tutorial levels, helped prototype the initial game mechanics, managed two level designers, and handled implementation of audio assets across the project, among other miscellany.

Relevant skills: Unreal Editor, Kismet Scripting, Unrealscript, 3DS Max, Excel

Website [here]
Download [here]


Playthroughs of a couple of my levels:

Playing map “Late To The Party” for an office multiplayer bout on our live stream Twitch channel.

Context: Levels can be played both in story mode, or for clout in multiplayer challenges. This challenge is a speed-run. I explain where hidden powerups are that reduce your play-time clock. Enemies have their loot drop settings cranked up really high for this match, so there is an abnormally high amount of particle effects flying at the screen.

Playing through map “Headed For Destruction” during a studio multiplayer tournament on our office’s Twitch stream.

Context: The tournament organizer set up the difficulty of the session so that players would die in one hit, and only get points from killing enemies with headshots. The player with most headshots won the challenge.