Line Slider




Dev Info
Roles: Level Designer, QA tester
Company: MassDiGi
Software Used: Unity, Excel
Duration: September 2019-December 2019
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Game Info
Genre: Sidescrolling Platformer
Platform: IOS, Android (Formerly)
Project Status: Launched
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My Contributions
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Design new levels
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Rebalanced older levels based on Data and feedback from users.
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Made the Fall 2019 Update Trailer
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Playtesting and bug reporting
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Created a level retention plan, focused on adjusting levels based on player data ​​
Level Design Process

Example 1:
To 100% our levels, you must collect all paint drops. These are placed in patterns that teach the player necessary skills. In this example, players learn the drawing motion with the ground underneath. The next time they have to draw this same motion, it's over a pit.

Example 2:
Here is a more general example of a Line Slider level. The player has rest periods before they are given two paths. The path with the droplets is more difficult because they are more rewarding. To collect the paintbrush, the player must also think critically, as they won't be able to lead their character there fast enough with a path; instead, they'll need to remove their finger from the screen. What is used to 100% this level will be more important in later levels.
Post Mortem
This is Line Slider's Post Mortem from Fall 2019. In this, I established a level retention plan, as well as analyzed the data from our updates launched during that season.