Ethan Cossio - Level Designer
  • Portfolio
    • Golden Tides
    • Kingdoms and Heroes
    • Tenebris
    • Keeper of the Winds
    • Plunder the Present
    • Ground Zero
  • About Me
  • Misc. Demos

Ground Zero (2020)

Developer(s): ISU Game Development 
Platform(s): PC 
Genre(s): Top-Down, Roguelike, Dungeon-Crawler.
Release Date: November 1st, 2020
Project Length: 2-3 months
Engine and Tools: Unity, GitHub, Discord, Google Docs, Google Drive, Google Slides 

Roles and responsibilities: ​
​Level Design
  • Drafted procedurally generated rooms
  • Playtested and iterated rooms
Programming
  • Coded aspects of the rooms' functionality (door slide, item pickup)
Game Design
  • Drafted bosses and encounter mechanics 
  • Balanced enemies and items
  • Designed area themes
Research
  • Analyzed the level design of games inspiring this project such as The Binding of Isaac and Nuclear Throne

Behind the Scenes

The player would start off with a knife for a melee weapon and the rooms were randomly generated. With that in mind, we were designing the levels around the possibility that a player would have no ranged weapons available. The levels I generally designed for this game would require the players to approach enemies differently depending on whether they had a ranged weapon or not. For example, if you had only a knife, you would have to be spotted by a ranged enemy and lure him around the corner to melee it to death or you could fire at the barrel next to them without engaging in close quarter combat. Each level has been made to give empowerment to the player regardless of what weapon they have with their own creative solutions. 


Contact Me


Links

[email protected]
https://www.linkedin.com/in/ethancossio/
​
  • Portfolio
    • Golden Tides
    • Kingdoms and Heroes
    • Tenebris
    • Keeper of the Winds
    • Plunder the Present
    • Ground Zero
  • About Me
  • Misc. Demos