Adam Janus Portfolio

RWG

6 months

  • Multi-role game design work
  • Level, systems, and VFX development
  • Creative problem-solving under constraints
  • Collaboration with industry experts

My Involvement in the Project can be briefly described as a space shooter. As a designer, I undertook the task of designing levels, systems, and gameplay. The project’s characteristics can be described as very challenging, with unrestricted movement capabilities for the player combined with an unadjusted to human perception of the space environment, creating a highly demanding challenge.

My creativity was challenged by the highly restricted number of placeholder assets available. To create non-repetitive and beautiful environments, I had to utilize Unreal modeling tools and materials so that the level art could be something more than a generic asteroid field. My skills allowed me to transform placeholder assets into captivating levels. My basic knowledge of Niagara and UE materials allowed me to squeeze even more from the placeholders. From a gameplay design perspective, it was the greatest challenge that I have ever taken on as a designer. Unpredictable player paths, non-static player perspectives, and lack of reference points such as terrain were all factors. The tasks that I took on were level design and set dressing.

My creativity was challenged by the highly restricted number of placeholder assets available. To create non-repetitive and beautiful environments, I had to utilize Unreal modeling tools and materials so that the level art could be something more than a generic asteroid field. My skills allowed me to transform placeholder assets into captivating levels. My basic knowledge of Niagara and UE materials enabled me to squeeze even more from the placeholders. From a gameplay design perspective, it was the greatest challenge that I have ever faced as a designer. Unpredictable player paths, non-static player perspectives, and lack of reference points such as terrain were all factors. The tasks that I took on were level design and set dressing.

The complexity of the project and the small size of the team pushed me into multiple roles. My work extended from level design through systems and gameplay to even VFX. Immersing myself deeply in multiple fields of game development helped me grow as a game designer.

While working on such a system-heavy project, I had the pleasure of working with the Principal Designer from Mojang, Nicole Li. She was a great mentor and an excellent source of feedback and information. Throughout my time on the project, I participated in designing systems such as the damage system, level generation, progress system, and a few more.