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

Keeper of the Winds (2021)


Developer(s): Delinquents (Team Name)
Publisher(s): MoonRift Entertainment
Platform(s): PC
Genre(s): Precision-Platformer
Release Date: May 17th, 2021
​Project Length: 5-6 Weeks
Engine and Tools: Unity, GitHub, Discord, Google Docs, Google Drive, Google Slides
Honors: 3rd Place Overall - MoonJam Class 3 Competition, Most Challenging Game

Roles and responsibilities: ​
Leadership
  • Facilitated and hosted meetings in a planned course of action to address objectives and tasks for each department.
  • Delegated tasks to team members of respective departments based on situational matter and promised deliverables.
  • Problem solved/troubleshooted with teammates to ensure that they can continue doing their part (e.g. fixing GitHub conflict merges and problems).
  • Articulated all the weekly presentations that kept the team ahead of the competition.
Level Design
  • Designed all levels with tile manager.
  • Placed, playtested, and iterated hazards, collectibles, lighting, etc. across levels.
General Game Design
  • Drafted and implemented Wind Interaction mechanics (Opening gate, trigger plates, energy ball, etc.).
  • Concepted Reward System that increases replay value of levels by ending each run with all lives and collectibles to reflect performance.
  • Split levels into two types: Main Story Levels and Bonus Challenge Levels.
Sound Design 
  • Designed enemy monster's SFX.
  • Implemented SFX and Music.
Narrative Design
  • Researched about Aeolus and created the setting based off of the floating isle of Aeolia.
  • Wrote the narrative objective(s) of the game of locking up imprisoned forces of nature that were let loose within the isle.
  • Designed personalities and characters regarding the Four Wind Direction Gods of Greek Mythology based on their seasons. 
Programming
  • Adjusted texture and ground interactions of movable column objects that the player can drag and let go with the mouse.
Art 
  • Drew pixel sprite assets like one of the gates in the game.
  • Designed and animated the trailer.

Behind the Scenes



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