Game a Week

Honours Project || 9 Games

This is my honours project, in which I made as many games as I could over the semester. The project was to help me improve my rapid ideation and prototyping skills, but it has also helped me develop countless skills over the semester. So far, I have made a total of nine games.


Zombies: Serve and Volley

Unreal | Group Project | Level Design

This game was by Raccoon Mochi Games for our client and mentors at Sharkmob. Zombies: Serve & Volley is a zombie survival high score chaser where the player attempts to beat back the endless hordes of zombies with their trusty tennis rackey & ball.


Grappling Hook

Unreal | Mechanic Design | Level Design

I made this for a module at Abertay to help increase my knowledge of level and mechanic design and give me more experience with Unreal Engine's blueprints system.


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Copyright © 2024 - Thalia Wilson - All Rights Reserved

About Me

Gameplay & Level Designer

Skills

  • Teamwork

  • Communication

  • Scripting (C#, Blueprints, GML)

  • Game Engines (Unity, Unreal, Game Maker)

  • Task Prioritising

  • Gameplay Design

  • Level Design

  • Ideation

  • Iteration

  • Resilience

  • Documentation

Hi ya, I’m ThaliaI am a game designer in my 4th year at Abertay University in Dundee, Scotland. I am particularly interested in gameplay and level design. During my time here, I have studied & practised a range of game disciplines in both modules and extracurricular activities. From art modules that taught me the basics of art and modelling to Abertesters, giving me experience in quality assurance and plenty of game jams to improve my design skills. Thanks to this, I understand what pipelines each discipline uses and how game design fits into them. In recent years, I have focused on gameplay and level design, focusing on learning and honing my skills in those subjects.

Naturally, I love playing games alone and with friends during my free time. Recently, I have particularly enjoyed 2D platformers like Celeste and Metroidvanias, having recently played through Hollow Knight. Due to a deal with a friend, I have started to play through Final Fantasy XIV’s campaign, and while it is not typically my cup of tea, I have been enjoying it. I also practice archery in my free time; I try to make sure I shoot at least a couple of hours each week to destress and make sure games do not dominate my life.

Game a Week

Honours Project || 9 Games

This is my honours project, in which I made as many games as I could over the semester. The project was to help me improve my rapid ideation and prototyping skills, but it has also helped me develop countless skills over the semester. So far, I have made a total of nine games.

  • Week 1 – Build a Tower – Theme: Set it Up

  • Week 2 – Collapsing Hexagon -Theme: Advancing Wall of Death

  • Week 3 – Recoil Rush - Theme: Unconventional Weapon

  • Week 4 – Two Pieces Make a Whole – Theme: 2 to 1

  • Week 5 – A Fair Race – Theme: Genre without Mechanic

  • Week 6 – Hit for a Hit – Theme: Hit for a Hit

  • Week 7 – Incomplete Dungeon Crawl Game – Theme: Infinite

  • Week 8 - Space Station Defence – Theme: 10 Seconds

  • Week 9 – Lasers! Explosions! & Wind! – Theme: Periodic

Lessons Learnt

  • Having even a little documentation helps

  • Finding a way to plan your week that works for you is priceless

  • Having a Library of code and assets saves so much time

  • Being able to modify old code for your purposes is great

  • The last 10% takes forever and is full of small boring tasks

  • Don’t focus on unimportant features; getting the core mechanic down is far more important

  • Small changes can have the largest of impacts

  • Taking a break can be far more productive than spending that time on the project

  • Make sure to get feedback whenever you can. Frequently I would get so focused on making a game that I would never get it played test. While this is not something I got particularity good at, its something I am aware of and improving at

  • Simple is good - a simiple solution time that can be spent elsewhere, as long as it works thats great.

  • Aesthetics & Polish cannot save a bad design but can make a good design great

  • Learning to enjoy the process is much better than loving the outcome. One I learnt this I found it much easier to focus on development and made better games because of it.

Improved Skills

  • Game Design

  • Gameplay Design

  • Programming - C#

  • Game engine usage

  • Documentation

  • Debugging

  • Ideation

  • Prototyping

  • Written Communication

  • Scheduling

  • Problem-Solving

  • Creative Thinking

  • Time Management

  • Reflection

  • Evaluation

  • Learning

Zombies: Serve and Volley

Unreal | Group Project | Level Design

This game was by Raccoon Mochi Games for our client and mentors at Sharkmob. Zombies: Serve & Volley is a zombie survival high score chaser where the player attempts to beat back the endless hordes of zombies with their trusty tennis rackey & ball.Raccoon Mochi Games created this game for our clients and mentors at Sharkmob. Zombies: Serve & Volley is a zombie survival high-score chaser in which the player attempts to beat back the endless hordes of zombies with their trusty tennis racket and ball. It was created in Unreal Engine 5 with a team of 8 developers.

The team:

  • Alicja Mrozek (Concept Artist / UI Designer)

  • Amber Berwick (3D Artist / Animator)

  • Berenika Zemanek (3D Artist / Technical Artist)

  • Connor Pegg (Producer / Narrative Designer)

  • Duncan Rendall (Programmer / Audio Programmer)

  • Samuel Yip (Audio Designer / Game Designer)

  • Tadas Raudonis (Programmer / Game Designer)

  • Thalia Wilson (Level Designer / Game Designer)

Responsibilities:

  • • Level Design

  • • Game Design

  • • Helped with UI

  • • Helped with QA & Playtesting

  • • Good things

Things that went well

  • The level improved massively thanks to the feedback from my teammates, our client and playtesters.

  • The level comprises small sections of towns, each of which is made up to take advantage of the gameplay mechanics. The field is wide and open, with a small mound to create differences in vertical height. The buildings create an enclosed area perfect for bouncing the ball off walls. The streets are long, narrow areas with obstacles to avoid walking into. The trees provide a surface that makes it harder to predict how the ball will bounce off it.

  • Several elements to create different levels of verticality. You can get on top of some builds and jump on top of most obstacles, such as cars.

  • The rough UI sketch’s and prototypes that I made helped Alicia when she created the final UI for the game.

Lessons learnt

  • I need to remember the inspiration for the level to some degree. The level was based on UK towns, but the level structure felt too organised for that.

  • A major lesson learnt was how decorating a level can impact experience and gameplay. The decorations I placed on the level were all functional: objects to bounce the ball off and cars for zombies to walk around. After the art pass, I saw playtesters use the new decorations to their advantage, while some needed altering a lot of the new decorations helped give the game a new breath of life.

  • Throughout the project, I got too focused on the level design and did not help that much with the game design. In future, I need to ensure I don’t solely focus on one area as it puts more pressure on my teammates to pick up the slack.

  • While I was not the producer, there were problems in the team that I should have helped solve or ensured were solved. One example was that Connor, our producer, was overwhelmed with additional client deliverables that were focused on game production. While I helped with these near the end of the project, I should have helped earlier before Connor started facing burnout. Additionally, due to personal reasons our main programmer Duncan had to spend a couple of weeks away from the project. As a result, Tadas was overwhelmed with programming & gameplay tasks, which I could have helped. I recognise that I had my own tasks to complete, but the impact both Connor & Tadas overworking had on the team hurt the game too much not to be reduced in hindsight.

Grappling Hook

Unreal | Mechanic Design | Level Design

This project was made in Unreal Engine 5 as part of DES311, a self-directed module that allowed us to focus on a discipline of game development and improve our skills in it. During this project, I worked by myself to create a mechanic and level, focusing on improving my level design and gameplay design skills.

Things that went well

  • The grappling hook feels amazing to use.

  • Gained much experience with Unreal’s Blueprinting system.

  • Explored interesting idea of a level

  • Majority of playtesters enjoyed the game, and all playtests provided helpful feedback.

Lessons Learnt

  • Some problems are not worth solving because they have a small impact on the player experience and require much time to fix.

  • Often, when a player’s feedback complains about something, it’s a symptom of another issue.

  • There is a skill difference between the developer and first time player