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Scamp: High Hat Havoc

Third person platformer

Role(s):Technical Designer, Level Designer

Team Size: 20 people

Engine: Unreal Engine 4.19

Platform(s): PC

Made 04/2018 - 08/2018

Rectangle Steam Logo.jpg

Scamp: High Hat Havoc is a third person platformer set in a magic world inhabited by wizards and their minions. When the big hat wizard has been captured he summons his sarcastic imp minion to save him.

The main mechanic in the game is the ability to throw an orb and teleport while it is in the air or let it hit a surface to spawn a clone that can be teleported to. 

Designed and Built a Level from Concept to Completion

I was in charge of building one of the levels in the game. I worked on it from concept to final iteration. Some of the things I did were:

  • Drew level layouts

  • White boxed and grey boxed

  • First pass set dressing

  • Ran regular playtests and adjusted the level accordingly

  • Drew players to critical path using collectables and other visual cues

  • Updated existing content with new/updated art assets

SHHH Designed Level

Concept Layouts for level sections

Whitebox and Set Dressed First Half of the Level

Whitebox and Set Dressed Second Half of the Level

Managed other Level Designers

I managed other team members and assisted in the design of their levels. That meant that over the course of the project I:

  • Ran critique sessions for everyone's work

  • Went over playtest results and adjusting the level based on player feedback

  • Ensured the levels technical needs were met

SHHH Managing Level Designer

Built Level Hazards

In the levels I was in charge of I created all the reusable level hazards. This involved creating unique logic that worked with existing systems in the game and working with tech artists to implement visual features like dissolve effects. The two main hazards that I made were the Magic Vortex and the Multiorb Teleport

Magic Vortex

Whenever an orb enters the radius around the center of the vortex the orb is brought over to a placeable spawn point, which then spawns a clone. It was used to enable level designers to create gaps that the player would not normally be able to cross and create more flexibility in the level design.

SHHH Level Hazards

Magic Vortex Demonstration

Multiorb Teleport

The player had to teleport through two separate orbs to enable some generic environmental effect like turning on platforms. These were used as a means to gate the users throughout levels. 

Multiorb Teleport Demonstration

Sequencer Editing and Cutscene Skipping

In all the the cutscenes in the game we needed to ensure there weren't any visual or audio mistakes, as well as making sure you could skip the cutscenes and the state of the world was accurate. I built functionality to skip cutscenes as well as ensured the game world was in the correct state if one was skipped. All this included:

  • Hiding the relevant audio sources during camera movements.

  • Showing and hiding meshes during the shots.

  • Making sure actors were in the correct state afterwards (textures, location, glow, etc.).

  • Prompting the player to skip the scene when a button was pressed.

SHH_Sequencer

Various Tasks

Over the course of the project I worked on random tasks including:

  • Code maintenance

  • General bug fixing

Return to projects

SHHH Various Tasks
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