Role: Team Lead / Level Designer
Engine: GuildEd (In-House Engine)
Team Size: 6 Developers
Time: 4 months
Genre: Platformer
Platform: PC
Synopsis:
Set in the recesses of a little girl’s imagination, the imaginary friend Mr. F. Marshfellow sets off to save the girl from the evil Shadowman. A vibrant place populated with friendly creatures, the little girl’s mind held happiness and unrestrained imagination. Recently, dark memories and the shadowy thoughts of her mind corrupted the once hopeful world of her imagination.
The player controls a troubled little girl's imaginary friend, named Marshfellow, while navigating a perilous dreamscape. To save his little girl from madness, Marshfellow must travel through his imaginer’s dreams and defeat the mysterious Shadowman. Because of his playful nature, Marshfellow cannot attack or kill the dream monsters. Instead, gameplay revolves around circumventing or warding off enemies altogether. During his travels, Marshfellow encounters scattered happy memories left behind by the little girl. Marshfellow unlocks these memories to bring his creator out of the dark clutches of the Shadowman.
Design Goals:
A fast-paced platformer set in a dream world of imaginary friends and cartoonish monsters, In Dream emphasizes non-aggressive gameplay, forcing the player to reimagine methods of navigation, conflict, and defense.
Responsibilities:
Communicated team goals and pipelines on a daily basis to complete tasks
Designed the final two levels of the game, including the boss level
Lead team in brainstorming sessions to develop core mechanics and story
Composed and recorded background gameplay music track
Scripted sparkle effect which highlights player pickups