Project Management
As Creative Director, I also hold the creative vision for this game, which is a passion project of mine. Since we only have a team of two, managing the project is a lot easier. This lets me give more over the shoulder feedback as I oversee all aspects of the game’s development, making sure all aspects align with my creative vision. My role also consists of designing all documentation for the game for concepts, story, and mechanics pipelines. Additionally, I conduct several playtesting sessions as development goes on to help iterate on designs, improving player experience. Here are some of my contributions as Creative Director.
Initial Storyboard Sketches
Level Design
Our game features several levels spanning across 8 different worlds, and my role as Level Designer is to help design unique levels that drive player engagement and keep things fresh while introducing new mechanics along the way. Here are my contributions as Level Designer.
World 1: Portugal (Port 1-1)
Initial Concept Sketch
Second Iteration
Completed Level Gameplay
The player must hit a button with their ball, which deactivates a wall, allowing them to move forward. Next, they must bounce the ball off another platform to hit an out-of-reach button, deactivating a second wall. They then sprint and long jump to reach a platform, and must crawl to get a key that opens a door. Finally, the player hits a series of platforms with the ball, which then strikes a final button, activating a bridge for a limited time and thus beating the level.
World 2: Italy (Italy 1-1)
Initial Concept Sketch
Second Iteration
Completed Level Gameplay
The player uses the Charge Kick to break a pillar, jumps on a spring, and defeats an enemy. They then use the Charge Kick again to move a crate onto a pressure plate, which activates a bridge and deactivates more walls. The player then jumps on a series of springs to get to a platform that holds a key for unlocking a door. After getting the key, they must avoid a series of falling crates and spikes to reach the end of the level.
World 3: France (France 1-1)
Initial Concept Sketch
Second Iteration
Completed Level Gameplay
The player uses the Aim Kick to reach a button, then uses it again to hit a moving switch. They must avoid enemies, bounce the ball off the ceiling to hit a switch, and then jump on a series of breakable platforms to evade more enemies. The player jumps onto a moving platform and hits a switch with the correct timing. After that, they hit a different switch to rotate platforms that have spikes on the bottom. The level concludes with the player riding an auto-scrolling platform while dodging enemies and hitting switches, thereby reaching the goal.
Reflection
On Your Feet! has been a blast to work on so far! I've been coming up with concepts since around November 2024, and it's really awesome seeing the progress we've made since the start of development. This project has really helped me refine my creative mind and use the full extent of my imagination to flesh out all my ideas effectively. My 1 on 1 leadership skills has also improved a lot as me and Andrew continue to do great work together!