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
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.
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
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.
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.
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.