OSCAR MONZON
Game Designer
Return To The Skyway
Description
In this 2D sidescrolling platformer, you're tasked with helping Ezra, an aeronaut who has crash landed, traverse their way through a tropical island full of fantastical flora and fauna. Work together with the local fauna, try to get the parts of the ship that fell off during the crash, and help Ezra return to the Skyway!
Features
- Interact with the local fauna
- Solve puzzles to progress
- Find the detached ship parts scattered throughout the island
Get it on Steam now!
https://store.steampowered.com/app/2066270/Return_to_the_Skyway/
Return to the Skyway was a year long Sophomore project I worked on while studying at DigiPen. it was the first year long project I worked on, and the first time I worked with artists, programmers, an audio designer, and other game designers.
We were a team of two designers, three artists, seven programmers, and an audio designer. As a team, we were expected to showcase our progress through multiple milestones over the course of this project. At each milestone, we were given great feedback from our instructors which allowed us to put the game up on Steam.
The Team:
Designers
Oscar Monzon - UI/UX & Level Designer
Peiling Lee - Design Lead/System & Level Designer
Artists
Alex Warn - Art Producer/Character & VFX Artist
Cal Francisco - Creature Artist
Riley Rawald - Art Lead/Environment Artist
Programmers
Jennifer Assid - Producer/Gameplay Programmer
Liam Sarret - UI Programmer
Mason Kaschube - Physics Programmer
Emma Lewarne - Audio Programmer
Jasmin Widgery - Editor Tools Programmer
Ethan Young - Back-End Programmer
Maddie Slockbower - Tech Lead/Graphics Programmer
Audio Designer
Erik Libouban-Gundersen
My Roles
Level Designer:
- I co-designed levels with the other level designer Peiling Lee.
- Drew level layouts.
- Build level prototypes in Unity.
- Designed puzzles within levels.
UI/UX Designer:
- Designed UI and Audio wireframes for game menus and in-game HUD.
- Prototyped wireframes and HUD in Unity.
Other design work:
- Researched other games, both student and professional to understand how to scope and design our core mechanic.
- Weekly playtesting to further iterate and improve.
- Co-wrote and refine our Game Design Document.
I’ve learned so much about game design, both on an individual level and when working on a team with people of different skills and goals. Even though I initially wanted to solely focus on level design when starting this project, I instead focused on multiple areas of design, which I knew less about, but still managed to deepen my understanding of game design across the board. I learned that initially planning a game out of scope is almost inevitable and how to deal with this challenge of reducing scope without hindering the vision of our game too much. I also learned how to communicate with people of different knowledge background, like talking with artists and programmers about level and mechanic ideas and how to implement them from all of these different perspectives.