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Lightmoor

Lightmoor is a puzzle infiltration game where the player needs to use light to activate mechanisms and protect themselves from enemies. The player must complete puzzles across three isles that they can access using their boat in order to reclaim their lost legacy.

My Work

UX Design

Designed the UI for Controller Experience

Lightmoor being a game designed to be played with a controller, I put a lot of effort to design the menus to be quick and easy to use for this constraint.​​

For that I took the decision to limitate the number of joystick input needed to choose an option. And decided to use the controller's bumpers to switch categories in the main menu, creating a smooth interface easily accessible for the core audience.

Created Wireflow

After designing each wireframe, I organised them into the game wireflow to ensure the experience of navigating throught them was a smooth as desired. Doing this work enabled me to improve upon the first drafts and then present the end result to the programmers and artist to help in the integration of the concepts into the final game.

Level Design

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Created the Grey Block of Isle 3

To quickly test the puzzle ideas and assist the graphic designers, I took charge of creating the grey block for the third aisle of the game.

I first created the isle itself using the Unreal Engine Landscape tool. Then, using CubeGrid, I created blocks representing the houses and some of the walls of the puzzle areas.

By creating this area, I could notice some few issues with the initial design and ajusted them in order to offer the best experience for the player.

Developed tools to facilitate implemantation

To assist with the integration of the assets and decor, I developed a tool using Blueprint that allowed the team to place 3D models along splines.

This helped with all the barriers, the hedges of isle 2, and even allowed for the placement of some invisible walls when needed. Making this process much easier and saving a lot of production time.

QA Testing

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Created Test Plans

Given the very short development time we had for this project, it was crucial to quickly identify the bugs and fix them as soon as possible. In order to do so, I established a Sanity Test Plan that would encompass tests for each feature and each situations of the game, ensuring that everything was working as intended.

When testing a feature, if no bugs were found, I noted that the test case had passed. If a bug was found, I noted the test case as failed and wrote a message summarizing the bug, its priority, its severity, and the steps to reproduce it on Discord for the programmers to be informed.

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