K.A.T
K.A.T is a 2D sidescroller, rhythm based platformer, where the player has to advance through a level by pressing the inputs on the beat.
Key Responsibilities: Details
Category Level Design/Project Management
Production 2 Months
Type Project @ VFS
Engine Unity
Made in 03/2018 to 4/2018
Team of 5
Designed and implemented 4 levels including tutorial.
Communicated with composer to create right music to level.
Whiteboxed/Implemented level with Unity tilemap.
Tested and iterated multiple times to synchronize the music with the gameplay beats.
Scheduled every task for the team.
Made feature lists and risk assessments.
Collaborated with another group member to right GDD
Design
This project was probably the most challenging one of all, level design wise. I made 2D layouts of the levels, but there was only so much I could plan without having a music yet.
The games difficulty is mostly established by the songs BPM(beats per minute), which makes the player have to press more inputs in a shorter amount of time. So I started on the layouts to plan out what would happen on each beat of the song. The planning helped, but when I had the music and it was time to build the level in engine, it proved to be quite challenging. The main challenge was synchronizing the high points of the music match with the highest intensity gameplay beats, or even synchronizing a jump with the drop of the song. The reason on why it was challenging was because I had to play the level once every 10 minutes, because I had to make sure they were synchronized, and the only way to get to a specific portion of the song was by playing the whole level until that point.
Levels
By observing other rhythm games, we noticed that levels are usually never very big, since the song dictates the length of the level. It is also a hard game to win on the first try, so there is a lot of repetition when playing this types of levels.
I noticed, rhythm games are usually very similar to learning how to play an instrument, it has a lot of aspects like repetition, muscle memory and memory. For that reason I started shaping the level to have patterns that would repeat through the level, like a song usually does.