
Action Shot

In game screenshot

Screenshot of current build
Arrival level layout beats
Arrival beat chart
Systems spreadsheet
Greybox level work

Command level layout and paths

Consumables and effects chart
Play the current demo: here
Checkout the steam page: here
Athanasia | Creative Lead and Lead Designer | Indie Immersive Sim
Responsibilities: Game Design, Project Management, Level Design, Writing, Creative Direction, C# Coding
Tools: Unity, C# Language, Pro Builder
About: Athanasia is a currently in development horror FPS immersive sim and the first project of Momentum Games LLC. The game is set in a abandoned facility overrun by Dinosaurs and creatures from the far future. Open ended level design, emergent gameplay, unique enemies and horror are the key pillars of the game. Its currently being developed primarily by myself and my team at Momentum Games LLC.
In terms of project management I coordinate with a team of several people. This requires me to constantly check in on progress, update tasks and host team meetings. I also need to mediate and find compromises when we cant agree on certain aspects of design. This has allowed the team to stay on task and ensures even at the slowest of times development is constant.
During the early stages of development I did much of the coding as I prototyped various features of the game, however this task has now been handed off to our coders. Which has allowed me to focus on my strengths as I work on the game, such as the games writing, design and team managment.
Game Design and Level design are by far the most enjoyable aspects of the games development for me. The original GDD for the game was written and iterated on by myself and our artist. I also act as the creative head and approve of the work that my team members do. I regularly meet with my team members in order to figure out design problems, check progress and improve the games overall design. I have also worked on various documentations for the game such as spreadsheets for systems interactions, crafting flow charts, LDDs and etc. I also am responsible for iterating on our level design through diagrams, lighting iteration, testing sessions and greybox level creation. Often I work closely with our artist for the level design to ensure metrics and layouts are properly created. Furthermore I act as QA for the game by hosting play testing sessions and finding various ways of testing features.
Takeaways: This is by far my biggest challenge and also a dream project to work on. One of my favorite aspects of working on the game has been emergent systems design and level design for an immersive sim. It has also allowed me to expand not only my design skills but also grow my writing, coding and team management skills as well. I hope to have the game finished in the near future.