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GAME DESIGNER

Jordan Maysonet

                                 About Jordan

Ever since I was a kid I always loved playing video games whether it be on the game cube, game boy, Sega genesis or any other consoles, the older I became I began to study game design. 

Now as I am getting my Degree I've notice that I enjoy creating the level and along the road seeing how my level can be fixed or become better.                                               

MY PORTFOLIO
Adventure game: Post Mortem

 

What Went Right

1. Team Emeralds Ice Breaker- Off the bat our team was very outgoing and we all didn't feel awkward thanks to Steven he broke the ice in the voice calls whenever it was quiet he would say something funny to make everyone laugh which put everyone at ease.

2. Skill sets- On our team we had 5 people all with different sets of skills. These skills  blended nicely and with the creative minds of my team they helped me when it came to updating my level so it wasn't bland so that is one of the things that went right on this project.

3.  Saviors of the Month- Towards the end we did have some issues on the project but we would not have been able to get through it without out instructors or our lead designer Steven they truly saved our project this month.

4.  A Determined Team-  As individuals we all have out problems on our map or IRL but my team showed such determination to get things done. Also helped one another with either moving levels to line them up or deleting meshes if they weren't home, this is also another thing that went right.

5. The passion to Succeed- As a team we all had the determination to show our absolute best and me personally sometimes if I am bad at something I stop, but seeing how determined my team was I put my absolute 110% into this project so another thing that went right was this team being who they are.

What Went Wrong

1. Beginner Mistakes- When creating my level towards the end of my level I was trying to create a run down air field but ended up being a uncompleted air field. After the playtest lecture I took the advice that was given to me and implemented them into my level so I broke the column into the three parts to show a plane crash that blocks the player from venture past the play area and used the plane wings as leading lines to show the player that they need to head over the plane to get to the next area.

2. Perforce issues- There were times where mistakes made by some team members including myself lead to hours of  work gone but as the team we came together in voice calls and that made the process go smoother with less of a headache if we were to try and handle these problems alone.

3.Asset limitation- As one of my team members mentioned the asset pool size limit affected our initial thought and designs of our levels. We all had different ways we wanted our level to go but even with the size limit we made the best of what we had and it turned out amazing.

4. Gold Package issues- Towards the end of the playtest the Gold build would build the lighting and then crash unreal and that problem would go for a couple days but with the help of our team we were able to fix that issue and submit the gold playtest.

5. Nerves all over the place- During our recording we as a team were extremely nervous on what to say and trying to sound as professional as possible but we're human of course we are going to be  nervous went talking publicly because we think "I sound weird", "why did I say it like that" but we overcame it and were able to submit the recording.

Conclusion

Team Emerald had amazing teamwork and communication and each issue we encountered we overcame, I am proud to call my self a member of team emerald after this month.

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