Voyager Project

Developed by Disaster Fish

Welcome aboard Voyager Project; a narrative puzzler about being alone, together, in the vast horror of space.


Lead Level Design: Shaun Bright


This cooperative experience casts two players as a recon team dispatched to Station Eos, a cold-war era science-fantasy facility hidden below the surface of Pluto, in response to a distress beacon received ten years too late.

In 2018 I and eight others were tasked to build a gaming experience over nine months. I was elected to the role of lead level designer, as it was something I was passionate about.

Creating Voyager Project allowed me to learn and build on skills, such as; white and grey boxing levels, designing mechanics, designing layouts, importing assets, communicating with different departments and quality assurance processes.

 

My responsibilities

Leading the level design: Building the Voyager experience over a year dev cycle meant iteration, iteration, iteration. Getting feedback from as many people as possible, then applying to as necessary, disassembling and rebuilding the whole experience. This role was furthered into directing artists and programmers on what assets or features would fit well within the experience. Including documenting ideas and creating flowcharts about the experience.

Building the experience: As well as design the experience, I also built it. First grey boxing it out in Unity, then importing the assets that the Artists would supply.

Assessing and applying feedback: While working on Voyager we did our best to have as many playtests as possible while in the dev cycle. While holding these playtests I developed a system for people to provide feedback on their experience via a quick questionnaire. I would then compile the feedback and relay it in a friendly manor to the respected department, where we would discuss how to implement changes to the game.

QA and bug testing: Towards the end of the project when the experience was locked, I moved over to helping the QA team in order to iron out any bugs that may have appeared. This included documenting and following up with the related department.