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MADISON
SHEWMAKE

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I am a game designer, level designer, collaborator, programmer, and competitor with a Bachelor of Science in Game Design.

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I am passionate about video games and I love making immersive experiences for players!

[ Game Designer ]
[ Projects & Experience ]

Calamity is a free, episodic, retro (ps1-2) 3D survival horror game with fixed camera angles and tank controls that targets 16-24 age audience and will be distributed through platforms like steam, epic, and itch.

[ Level Design ]

MORGUE LAYOUT

I was tasked with creating a level layout first, I used the GDD description of the location, which can be found here, to create this layout map of the morgue. 

Morgue_Layout.png

MORGUE BLOCKOUT

Morgue_AutopsyRoom.png

Next was the blockout of the level. Based off the layout map that I created earlier, I put together a scene in Unity that was made up of placeholder assets and models given to me from the 3D artist.

Morgue_Freezers.png

This was my capstone project that I helped create with 4 other game design students and 2 art students, this was my first "real" developed game. Since there was only 4 of us primarily working on this project, I took on many different roles. We would meet regularly to discuss what our goals were and what each other was working on. Everyone had to agree to having a new mechanic implemented before it was done. This was a very intense project and we had a 4 month window to make this game from start to finish so it was a very stressful experience but I learned a lot during it.

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Some other small roles that I had in this project was cleaning up the repo - organizing folders, implementing assets, creating prefabs, creating the metrics level, implementing checkpoints, and interactable buttons.

[ Featured Work ]

BREAKABLE OBJECTS

In order to have more variety and interaction with the environment, we decided to create breakable objects. This mechanic was demonstrated with breakable doors & boxes/crates.

When I first implemented this mechanic, there was an issue with the pieces staying in the doorway and prevented the player from going through the doorway. To fix this I decided to make the pieces disappear in C# code after a certain amount of time.

Breaking Wall Gif.gif

SLOW TIME

Slow Time Gif.gif

This mechanic allowed the player to advance through the level without the stress of accidentally getting chopped up by a fan

 

This was a fun mechanic to work on, this was inspired by the Cybervoid Uplink mechanic in Ghostrunner.  Basically, the player will walk into a highlighted area and once they collide with said area, then time slows for X amount of time.

To help keep a fast-paced gameplay experience, each collider area had adjusted time limits in order to get the timing right for obstacles in the level. Some areas required the time to be slowed for 10 seconds and some had to be slowed for 20 seconds.


 

LEVEL DESIGN

We were solely responsible for our own levels on Project: Mantic0re and designed them all individually. But, I was responsible for making the metrics level which was there to help test out mechanics and get a feel for how big assets are before implementing them.

My level was primarily focused on platforming. It featured moving platforms that can be slowed with the Slow Time mechanic. It also featured breakable objects such as walls and boxes. And for the final stretch, I made a challenge that consisted of wallrunning and moving grapples that could be slowed down using the Slow Time mechanic.


 

Here is a final playthrough of my level that was featured in the final version of the game. It also features some commentary explaining some challenges that I needed to overcome and tasks that were completed.

 

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