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

Plunder the Present (2021)

Developer(s): ISU Game Development 
Platform(s): PC
Genre(s): Metroidvania
Release Date: April 28th, 2021
​Project Length: 3-4 months
Engine and Tools: Unity, GitHub, Discord, Google Docs, Google Drive, Google Slides

Roles and responsibilities: ​
​Level Design
  • Implemented levels and spawns (enemies, items, etc.).
  • Playtested and iterated levels.​
General Game Design
  • Conceived Cannon Transport Mechanic.
  • Balanced in-game currency/economy.
Art 
  • Drew some pixel sprites of props, background imagery and character sprites.

Behind the Scenes

Generally, the levels had backtracking in mind regarding collectibles for completionists when players gained access to new abilities (Like swinging to a spot previously inaccessible later on). In addition, they would teach players the maximum extent that they can exercise certain mechanics such as jumping and dashing. For this project, I went out of my way to draft and implement art assets myself to add to my levels while level designing for the game within the development time we had. While coordinating with other teams, we made sure that the necessary art assets were implemented for a smooth gameflow that felt right for the game.


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