Beep Boop's Escape
WINNER OF FITCHBURG STATE VISIONS 2024
A 2D Platforming game where players can switch through different modes to complete puzzles and escape the factory!
Summary of Contributions
I was in charge of the majority of Level Design in this project, creating the first three levels. These levels were made to introduce new modes to the player at a fun and intuitive pace. I made sure players could use what they learned in previous puzzles to complete future puzzles.
I raised the difficulty of the puzzles in each level to prepare the players for the final boss level. I worked with our programmer through github to implement and complete these levels in the game engine.
Additionally, I regularly contacted my whole team, consisting of a programmer and animators. I coordinated with my team on what kind of game Beep Boop's Escape would be. Such as the atmosphere, game mechanics, and design of characters.

Level Select screen: Levels are unlocked and available anytime after completion

Creating levels within the engine: Setting down tilemaps, assets and more
Level Design


Level 1: The background gives pointers on how to play without restricting the player.
Level 1: The player is given time and space to get familiar with the first mode: attack mode.
Level 1
In the tutorial I didn't lock the player into dialogue, instead I guided them to learn as they go through simple puzzles. First introducing the most essential attack mode - which is used for getting past enemies. At the end, I blocked the path with a high jump that can only be passed with jump mode, which makes for a simple puzzle and lets the player know how they can use the different modes to progress.

Level 2: The player uses the newly introduced jump mode to traverse through the level and avoid enemies.
Level 2
In the second level, I kicked up the difficulty with more uses for the jump mode. Without attack mode, players had to dodge bullets and enemies. This also created a sense of urgency to get through each section of the level and allowed people to get more comfortable using other modes.

Level 3: The player uses run mode to run past all the enemies attacks and quickly get through the level.

Level 3: The player uses jump mode to traverse through difficult terrain
Level 3
I introduced the last of the three modes in this level, which was running mode. This allowed people's speed and horizontal jump to increase significantly, allowing easy speed runs of sections (IF the players can controls their speed correctly). Additionally, I increased the difficulty of platforming in preparation for the following levels.

Level 4: Now familiar with all the controls, the player switches through the different modes to get through the level.

Level 4: The player unleashes the fury of attack mode to get through the level!
Level 4
The final preparation for the boss level. I guided them less by allowing players the freedom to use any mode they wanted to complete each section. Additionally, I increased the amount of enemies to prepare the player for the difficulty of the boss level.

Level Boss: During the boss battle the player avoids the factory core's hurtful beam while shooting other enemies.

Level Boss: After defeating the boss core, the player uses different modes to escape the level before the timer runs out.
Boss level
The first section is beating the core of the factory, which entails dodging a large beam, killing enemies and damaging the core. Once defeated, the core will self distruct, urging the player to speed through the levels in order to escape. They will have to choose each mode quickly and carefully.
Early Paper Map

A paper map I made for the first level to quickly showcase the placement of assets
Environment Art
Tilemap
Boss Sprite


I made sure to discuss the theme and overall vibe of the game with my teammates before starting. Throughout the project, I shared iterations of the design. Then, I made sure to keep the images high quality and 50 by 50 pixels each.
Visions 2024
Visions 2024 is a honors showcase at Fitchburg State University where creations under communications media major are voted by staff to showcase at a public event.
Seeing people enjoy our game in real time was such a pleasure.
I learned about how players navigate our game as well as parts that were most difficult or easy.

A picture of a man enjoying our game

A picture of a boy enjoying our game while others line up to play

A picture of the team and I after the event