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Mega Man Maker

Project Information:

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Platform: PC

 

Engine Used: Mega Man Maker

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Duration: 3 Weeks

Team Size: 1

 

Role: Level Designer

Project Overview:

For this project, I design 3 levels with progressively increasing difficulty using Mega Man Maker. The first 2 weeks were used to understand the features of the engine and draft out levels. Playtest is then conducted in the third week, I watch the testers as they played. I took notes of both vocal and non-vocal comments. 

My Design Philosophy
MMM_6.png

Elaborate

I wanted players to learn and understand important mechanics before moving on.

 

I create these sections of gameplay for the player to focus on just learning and remove any distractions such as enemies.

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Why did I do this?

An average person can only process so much information. Throwing enemies or multiple other elements could hinder learning or overload the player which causes stress.

MMM_7.png

Elaborate

When I design a level, I planned to introduce game elements alone and then combine other elements. 

 

This ensures that players maintain being in the flow state of the difficulty curve. 

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Why did I do this?

I made levels in this style to allow new players to get used to the controls and mechanics of the level.

 

For veterans, a way to get warm up for the more difficult levels after a long period away from the game

MMM_9.png

Elaborate

Placing an easy puzzle creates a moment of respite from difficult sections.

 

Allows the player to rest their mind till the next bit of action sequences

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Why did I do this?

I want to break the monotony of repetitive action after action sequences.

 

I’m also resetting the adrenaline of the player then ease them back up.

MMM_10.png

Elaborate

A landmark is a unique location that is used to convey a certain emotion.

 

Similar to how I teach players game mechanics, I used art assets to do the same.

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Why did I do this?

Landmarks can help players determine their position regarding the rest of the scene or game world.

 

Landmarks also provide a way to show progression or a goal to work towards.

MMM_11.png

Elaborate

Building a level with limited resources will allow me to utilize a mechanic or an art assets to their full potential.

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Why did I do this?

Working with limitations is a great way to expand creativity and think of ideas no one has in the group.

 

It less intensive on the tech side as well when working in a small group.

Finished Level Demo
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