Lincoln Li
  • Resume
  • Shipped Games
  • Work Samples
    • MWR Improved Destruction for AC130
    • MWR Audio Scripting
    • MWR Map Lead Work
    • Doom MP Spawn System
    • Mafia III LD Work
    • H2A Melee System
    • H2A Game Modes
  • About Me
    • Design Philosophy
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DEVELOPMENT INFO:
Game: QuanumChef
Role: Project Leader / Designer
Team Size: 4 people
Genre: 2D Platformer
Engine: Torque2D
Development Time: 4 weeks
Game Mode: Single Player
RESPONSIBILITIES:
  • Created and led design direction
  • Designed and Implemented several levels (1, 3, 5, 6)
  • Designed, built and polished environment
  • Scripting, AI, Level Streaming
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Download Documentation


Development Time: 250+ hours

Overview:

QuantumChef is a 2D Game created using the Torque Engine and Guildhall Starter Kit. As the Project Manager and Game Designer, I worked on guiding the overall vision of the game while also providing four out of the 13 levels. The game focused on the ability for the player to rotate the view screen, basic platforming mechanics and the ability to teleport through certain floating platforms. The goal of the game consisted of creating a fun platforming experience involving twitched-based challenges requiring fast player reaction, coordination and problem solving abilities. Lastly, the four levels I was responsible for moved from easy to medium difficulty, designed around creating levels that smoothly paced the player through the game mechanics, and prepared players to succeed later in increasingly challenging scenarios created by the other Level Designers.

Role Responsibility (Project Lead / Game Designer)
  • Specifically led the team in design, gathered input, and coordinated the overall creation and direction of the game
  • Continued to push for "Keeping the player in mind" during the entire game production process
  • Took on level creation responsibilities and made specific levels for the game
  • Led the writing and documentation of all design and art features
  • Created art assets for the game (due to not having an artist on the team)

Design Goals:
  • Create a 2D platforming game around the mechanics, rotation of the viewport, and the upside-down / right-side up transportation of characters along a platform.
  • Development of complex, challenging levels centered around twitch-based hazards and timing puzzles.
  • Thoroughly refining two distinct mechanics alongside traditional platforming design.

Mission Type:

Singleplayer 2D Platformer


Play Time:

Anywhere from 8 – 30 minutes, depending on skill

design & Layout Contributions

Level 1
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Level 3
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Level 5
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Level 6
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Copyright 2013 | lincoln Li

  • Resume
  • Shipped Games
  • Work Samples
    • MWR Improved Destruction for AC130
    • MWR Audio Scripting
    • MWR Map Lead Work
    • Doom MP Spawn System
    • Mafia III LD Work
    • H2A Melee System
    • H2A Game Modes
  • About Me
    • Design Philosophy