Long Arm of the Law  is a third-person action platformer released November 19, 2018. I served as the project lead for a team of 18 developers, and I was responsible for the definition and adherence of game's core design pillars. I worked closely to
 Long Arm of the Law began development back in November 2017. For many people, it was their first real shot at making and publishing an actual title. The team was filled with excitement and enthusiasm over the potential of what could make out of a co
 I was a game & level designer as well, setting up important flags and pillars in our game’s mechanics and settings, while frequently testing and improving upon them until we’ve reached the state of quality that we were satisfied with. In the abo
 While environmental artists were creating concepts for the space, I was constructing a white box playground. My goal was to demonstrate the area’s potential, illustrating how we needed to create areas that favor our character’s vertical momentum abi
 Here’s a progress shot of an alleyway in the town. We wanted to fill the town with set pieces for the player to explore and engage in combat. The final look of our homes was in a phase of heavy iteration. We would need to set up these homes on verti
 At this stage our prototype was ready for testing. The objective of this area is to find and interact with five levers that open the path forward. In the playtests, many players struggled with getting lost in the expansive, sandbox-style level. To a
 Working with two other designers on this space, we were each working on specific parts of the map with specific objectives to build for the player. We would set up walls like this to make sure designers had clear boundaries, and we would work togeth
 We reached a stage with our buildings that enabled us to build our level more vertically, and used elements like these watch tower poles in the center to give the player higher visibility and have the ability to swing through the air.
 A later version of a combat alley, complete with enemies, vantages, and interactable objects in the space that the player could use to their advantage. For instance, all our metal beams could be magnetized by the player’s gun to keep enemies at bay.
 We needed to keep buiildings and grabbable metals visual distinct however, and informed artists that we would need changes to the building materials. The team was far more satisfied with these updates.
 Our final town, with our visual and design targets reached. A town that can be explored any way the player wishes, with all tools at their disposal, and a clear objective with enough guidance to get them where they need to be.
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