KDU class assignments in FYP, Game Level Design, GPS 2 & 1 respectively.
Sorted by quality of design (Personal bias included)
A 2D puzzle game loosely inspired by "Tiny Thief" and "Brothers: A Tale of 2 Sons"
Culmination of all my training in level design, team management and narrative (Though the theme was successfully conveyed and maintained throughout, the actual story... less so)
A Mobile platformer with a unique idea.
Players would control the level, by rotating it, instead of the character (hence the sloth).
Managing the physics and practical level mechanics proved too difficult.
While technically playable, the difficulty is extreme.
A PC horror game.
Each individual rooms would have unique puzzles, solving it would grant a "key" which would lead to the next room and repeat.
There are 2 floors and around 10 rooms
However, we could not solve the technical issues in time.
Certain puzzles do not work right and some doors cannot open for the player. As such, players cannot continue beyond Room 2.