
Overview
Set In Stone is a collaborative year long game design project run by the school of creative technology at SCAD. The purpose of this project is to create a precedent for using online multiplayer in games at SCAD! In this game players work together as cavemen, to explore and defend a vastly growing cave system from creatures that aim to snuff out their bonfire.
Role
On this project I worked as a level and game designer as well as on the technical side assisting with setting up online multiplayer and building a modular trap system!
Work
Level Design
Click on each image to learn more

This is a basic room block out for one of our more simple rooms within the game

There are two exits within this level, ideally these doors both lead to the same final destination and the one on the ground has a non-sap room in-between

1 - Jutting rocks providing a shortcut for the player. If a player misses a jump or wants to get down too quickly, they will take fall damage. 2 - More Jutting rocks, these are intended to allow the player to get from the top exit to the sap tree faster while negating fall damage. They should also block the players vision of the sap tree upon first arrival. 3 - Rocks further enclosing the sap tree from the rest of the room. These are not obtainable by jump height and block the player from jump

This is a basic room block out for one of our more simple rooms within the game

A room meant to deviate from simpler rooms closer to the players base

- This room is directly connected to a branch chunk and will be coming from the right side unless they enter from the other connecting branch. - The room has three doors, two diagonal from one another and one under an opening below the rooms torch.

- Point one allows players to climb up above the top right cormer and jump along rocks jutting from the wall. - Point 2 are the rocks jutting from the wall. These rocks are meant to feel natural but provide platforms for the player to jump between.

A room meant to deviate from simpler rooms closer to the players base

This room is another close to the center room of our game. It takes a more simple approach guiding players through two separate paths.

This blockout allows for two separate paths to proceed to the next door, the first path is riskier and forces the player to take damage through fall height. The second path is more simple and poses no threat to the player yet it takes far longer to clear than the first path.

1 - An obstacle that prevents the players from jumping up early to the next area. This is put here to force the player to take the intended route up the ramp. If players are meant to skip an area they should often be forced to take damage unless they plan ahead through building. 2 - The wall blocks the vision of the players and forces players with low health down a longer and much slower path

This room is another close to the center room of our game. It takes a more simple approach guiding players through two separate paths.

A room farther out than the rest, this room is incredibly large. This room poses great threat or benefit to players who aim to traverse it.

- This room is at the center of this corner chunk, it has two entrances, and they lead to an even larger room below that is opened up by a pitfall. (Currently the second door needs a connecting ramp. - The below room is a safe haven when lit but takes a long time to get out of and a long time to descend to as well.

1 - A trail of jutting rocks increasing in size, allowing players to traverse alongside the wall and up the ramp quicker (I would like to allow enemies to jump up these rocks as well. 2 - The bridge connecting the lowest part of the room, players must be wary here or risking falling below and taking a considerable amount of damage

A room farther out than the rest, this room is incredibly large. This room poses great threat or benefit to players who aim to traverse it.
Tech

Helped to prototype the lobby for our game as well as work to focus on server travel for all parties simultaneously to the same level while storing player information.
