Moving On poster, designed by me

Moving On follows the story of a man coming to terms with the loss of his wife. The player must navigate a large environment and collect mementos scattered through the map in order to grieve their wife.
Controls for the game.
On this project, my main role was as the team's Level Designer. I worked closely with the environment artists on this project to bring together the full image of not only how we wanted the environment to look, but also deciding how to composite the scene and which assets to place in certain areas in order to aid the player gameplay-wise. Additionally, I was able to have some freedom in placing filler items to give the scene more visual interest, and I was the one who lit the scene.
Though my role in Big Problems, the predecessor to Moving On, was as a programmer, I didn't actually write any of the code for this project. Instead, I helped to integrate the code and set up things across scenes. This included helping to actually set up checkpoint zones and teleportation spots, as well as being the first barrier of playtesting for any new script added.
Figure 1 / Kitchen
Figure 1 / Kitchen
Figure 2 / Loft area
Figure 2 / Loft area
Figure 3 / Bathroom
Figure 3 / Bathroom
Figure 4 / Out the Window
Figure 4 / Out the Window
Figure 5 / Balcony
Figure 5 / Balcony
Figure 6 / Bedroom
Figure 6 / Bedroom
Initial block out of level flow.
Finalized diagram of level flow.
Figure 1 / Kitchen, P1
Figure 1 / Kitchen, P1
Figure 2 / Kitchen, P2
Figure 2 / Kitchen, P2
Figure 3 / Loft area
Figure 3 / Loft area
Figure 4 / Bathroom, P1
Figure 4 / Bathroom, P1
Figure 5 / Bathroom, P2
Figure 5 / Bathroom, P2
Figure 6 / Out the Window
Figure 6 / Out the Window
Figure 7 / Balcony
Figure 7 / Balcony
Figure 8 / Bedroom
Figure 8 / Bedroom
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