My name is Jerrold. I'm a UX designer based in Singapore,creating engaging designs with a problem solving design approach.
Don't be a stranger! I'm always open to potential projects, learning and bettering myself in whatever capacity. Currently studying Game Design and User Experience at DigiPen 🏫,learning how to play the guitar 🎸 and playing video games 🎮(great excuse to learn about game design, don't you think?)
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03 HARU: A TALE OF REMEMBRANCE2023
PROJECT OVERVIEW:
Haru: A Tale of Remembrance is a 2D puzzle game where you play as Haru, a reporter with new time-control powers, helping others in a quiet town.
MY CONTRIBUTIONS:
As Lead Designer, I developed initial game mechanics and level designs, prototyping in Unity and our custom engine.
Gameplay Mechanics
Players manipulate objects using time via a magical phone camera: freezing, slowing, removing, and revealing their true nature.
These abilities unlock progressively, allowing players to toggle between them to solve puzzles and aid platforming.
Early Level Sketches
Level sketches were created to give context to gameplay mechanic usage and flow. Golden paths were also added to help illustrate where players would go.
HIDE AND SEEK LEVEL:
This "Hide and Seek" level iteration focused on teaching the reveal mechanic, tasking players with finding hidden spirits.
Initial playtests revealed the level was too long. We reduced its scope, changing the setting to a mystical forest with one ghost hidden in bushes.
We employed a "Do it thrice" approach: introduce, practice, and master the reveal mechanic through three player actions.
FINAL LEVEL:The final level requires players to utilize most previously learned mechanics. Split into top and bottom halves, the player manipulates objects in the upper section to create platforms below for progression.
PLAYTEST FEEDBACK:
Throughout production, repeated playtests informed necessary adjustments. Feedback highlighted issues like poor onboarding and unclear abilities, leading to refinements such as camera and player speed tuning.
LEARNING POINTS:A key learning point was the importance of a feasible game scope under tight deadlines, requiring content cuts. However, I applied level design principles and playtest feedback to enhance player gameplay experiences.