Lightless is a puzzle - adventuregame where you play as Lumi who is attempting to escape the darkness. Lumi wakes up surrounded by darkness after a massive sinkhole occurs. Lost and anxious, they have to find their way out of this situation by exploring the mysterious chasm using whatever light sources they can find.
Lumi quickly discovers that there are monsters that dwell in the dark that are attracted to light, forcing Lumi to strategize using both the light and the dark, as well as the environment to their advantage in order to trap and kill the monsters, all while trying to figure out a way out. Lightless is currently in development and set to release in May 2019. All the current footage is from the pre-alpha version of the game.
Lightless was showcased at Magic Spell Studio's grand opening and will be showcased at GDC 2019.
Lightless is a Masters Capstone project being worked on by 7 Game Design and Development Graduate Students, 2 Audio Composers and 2 Typographers. For my Master's thesis, I am researching into light-based puzzle design. On Lightless, I am working as the Producer, Lead DesignerandLevel Designer.
Using Agile methodology Created the project timeline and milestones and conducting standup meetings twice a week
Assigning resources and created art, level design and development pipelines to reduce bottlenecks
Leading the creation of milestone presentations and ensuring all game design and development processes are well-documented
Ensuring all the project artifacts are updated frequently
In charge of running playtests
Leading design sessions to brainstorm features and mechanics.
Researching into environment based puzzle design and light-based mechanics to design player, AI and tool behaviors.
Created the design and development documents.
Ensuring implementation of mechanics has the right game feel and all features match the unified design of for our game.
Designing numerous modular puzzles to be integrated with the level
Designed the 10 minutes verticle slide level used for pitching the game.
Working with the level design team to create a captivating environment.
Ensuring the level layout has good pacing and flow.
Integrating puzzles in the level and populating the world to create a sense of mystery and danger to fit the game's theme of cautious exploration.
Grayboxing the level segments in Maya and exporting to Unity