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OVERVIEW

Sollum is a 2.5D game with a camera view between that of a top down and a side scroller. It was created over the course of approximately 16 weeks by a team of around 30 developers. Art had the most people, followed by engineering and finally design, which had the least. 

MY ROLES

As a Level Designer, my responsibilities and contributions were as follows:

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Pre-Production:

  • Concepting mechanics and game flow 

  • Brainstorming setting and genre

  • Designing user interface layout mockups

  • Pushing for a more dynamic camera

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Production:

  • Initial level layouts

  • Prototyped sprite shadows

  • Fixed various issues related to tiling and lighting

  • Ran test builds and fixed a pop in issue with a certain prefab

  • Baked lighting 

  • Fixed an issue with importing a specific sprite

  • Work on the layout of the inside of the cathedral

  • Set up dialogue triggers for the above ground scene

  • Adding normal and emissive maps to materials

  • Set up an animated sprite in the graveyard scene

  • Decorative asset placement in the graveyard scene

  • Testing and balancing levels

  • Post processing for all levels

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Post-Production:

  • Worked with team leads to test builds

Screenshot of a section of the above ground scene (in editor)

Screenshot of the inside of the Cathedral

TOOLS

The majority of my time with this project was spent in the Unity Engine, but I used several other software at different points in the production. Figma was used to draft layouts for the user interface, as well as to re-export a sprite that wouldn't import correctly. Photoshop was also used for a sketch of the first level. 

PLAY SOLLUM

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