
Jeremy Sciarrino
SCRAPS
SCRAPS was a Full Sail team project where we learned how to design a full level for the player. We also learned how to use Perforce as a Source Control application. We each designed our own levels and combined them to complete a section of the game.
Below are screenshots and videos of the level I made, an abandoned city. The Game Design Document explained that there would be no combat in this game and it should be mostly puzzle solving. We had to use a gravity device that the player controls to solve puzzles.




With the gravity device, I thought it would be cool if the player could pick up smaller objects to break bigger objects.
I designed that the player could pick up bricks and smash open boxes that were hindering the player's progress. This would teach them that they could do this later in the level.


I had available assets provided by Full Sail to use. One of them was implementing a lever switch. I used this as a puzzle solver in that by flipping the switch, the player could gain bricks to break open the window.
One of the strengths I learned at Full Sail is implementing Introduce, Practice, and Master. Essentially, teach the player your mechanic and then have them master it throughout your level.
After teaching the player about switches and throwing small objects, now they must use both to solve the puzzle.
