WALTZ THROUGH TIME

Waltz Through Time is a third-person puzzle platformer where you must find a missing person by time-travelling. Solve puzzles and overcome obstacles in one time period to open new paths in another, giving you more opportunities to hunt for answers as you inch closer to uncovering the mystery.

Level Designer

Unreal Engine

University Project

ABOUT WALTZ THROUGH TIME

Waltz Through Time is a university project I worked on during its concepting phase. As a level designer this included researching game settings, sketching, creating blockouts and creating level proposals to pitch to the team.

PUZZLE PLATFORMER
Waltz Through Time is a third-person puzzle platformer where you must find a missing person by time-travelling. Solve puzzles and overcome obstacles in one time period to open new paths in another, giving you more opportunities to hunt for answers as you inch closer to uncovering the mystery.

PROJECT ROLES

LEVEL DESIGNER

Responsibilities included researching, sketching, creating blockouts and creating level concept proposals. 

SCRUM MASTER

Making sure daily stand-ups, sprint reviews, and sprint planning happen in good order. 

One pagers

I compiled my work (discussed in more detail below) into these one pagers to pitch the level concepts I came up with to the rest of the team. The goal of these one pagers was to quickly convey the gameplay and location for each concept. 

WORKFLOW

Research

One of the options that we were exploring for our game’s setting was a Victorian mansion. I did research into what the estate grounds looked like during the Victorian era, and what their common elements were.

After doing this, I thought of ways this could be combined with puzzle and platforming gameplay and made several sketches.

Sketching

Based on the research I did into Victorian gardens, I made several isometric sketches focussing on puzzle and platforming gameplay, and incorporating the dynamic camera prototype a teammate had created.

Blockouts

Based on the sketches I made, I created several blockouts. The goal of these blockouts was to create a proof of concept for the blocked out locations, to get a sense of the 3D space and to incorporate prototypes and art assets made by teammates.