KITTY CHEN
Game Programmer | Designer
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Portal 2
Project type
Steam - Workshop
Date
2021
Location
Toronto
Level Designer
1. Delivering an explicit and intuitive tutorial session
Iterating the designing process step until it meets the design goal(Pre-Design, Design Development, Grex Boxing, Testing)
2. Amending levels by evaluating feedback and observing players' behaviors with open-minded
Level 1
Level 2
Level 3
Requirement: Using the build-in level editor
Design Challenge: Choosing only one input action aiming to design three levels of game flow from easy to difficult, following the design process steps and iterating them.
Select Input/Action : Reflector Cube
Rationale:
Level 1 - A small game space where players can see an entire scene with all objects and the entrance. It provides simple mechanics tutorials that players can use a Reflector Cube to change the direction of the Laser, and It also can trigger the Cube Dropper, which it provides another Reflector Cube in the scene.
Level 2 - Through the glass wall, there's a Reflector Cube that leads direction for players, and also, this level attempts to teach players how to use Reflector Cube properly, and it can prevent players from getting hit by Laser Emitters.
Level 3 - to enhance the game difficulty by adding a more complex combination of Reflector Cubes that can alter the Laser Emitters' directions to trigger different mechanisms.
Takeaway:
1. Affordance and Signifiers are crucial principles for indicating or leading players.
2. Avoiding causing cognitive overload
3. Using environmental elements wisely, like shapes or lighting, can be great tools as signifiers.















